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Question by extramix011 · Jul 15, 2017 at 07:44 AM · gameobjectsetactive

UnityEngine.Component.gameObject' is a `property' but a `type' was expected

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class EnemyController : MonoBehaviour {
 
     public float moveSpeed;
     private Rigidbody2D myRigidbody;
     private bool moving;
 
     public float timeBetweenMove;
     private float timeBetweenMoveCounter;
     public float timeToMove;
     private float timeToMoveCounter;
 
     private Vector3 moveDirection;
 
     public float waitToReload;
     private bool reloading;
     private gameObject thePlayer;
 
     // Use this for initialization
 
     void Start () {
 
         myRigidbody = GetComponent<Rigidbody2D>();
 
         //timeBetweenMoveCounter = timeBetweenMove;
         //timeToMoveCounter = timeToMove;
 
         timeBetweenMoveCounter = Random.Range (timeBetweenMove * 0.75f, timeBetweenMove * 1.25f);
             timeToMoveCounter = Random.Range(timeToMove * 0.75f, timeBetweenMove *1.25f);
 
     }
     
     // Update is called once per frame
     void Update () {
 
         if (moving) {
             timeToMoveCounter -= Time.deltaTime;
             myRigidbody.velocity = moveDirection;
 
             if (timeToMoveCounter < 0) {
                 moving = false;
                 //timeBetweenMoveCounter = timeBetweenMove;
                 timeBetweenMoveCounter = Random.Range (timeBetweenMove * 0.75f, timeBetweenMove * 1.25f);
             }
         } else {
             timeBetweenMoveCounter -= Time.deltaTime;
 
             myRigidbody.velocity = Vector2.zero;
 
             if (timeBetweenMoveCounter < 0f) {
                 moving = true;
                 
                 //timeToMoveCounter = timeToMove;
                 timeToMoveCounter = Random.Range (timeToMove * 0.75f, timeBetweenMove * 1.25f);
 
                 moveDirection = new Vector3 (Random.Range (-1f, 1f) * moveSpeed, Random.Range (-1f, 1f) * moveSpeed, 0f);
             }
         }
         if (reloading) {
             waitToReload -= Time.deltaTime;
             if (waitToReload < 0) {
                 
                 //Application.LoadLevel (Application.loadedLevel);
                 SceneManager.LoadScene(SceneManager.GetActiveScene(0).buildindex);
                 thePlayer.SetActive (true);
                 //other.gameObject.SetActive(true);
             }
         }
 
     }
 
     void OnCollisionEnter2D (Collision2D other)
     {
         if(other.gameObject.name == "Player")
         {
             other.gameObject.SetActive (false);
             reloading = true;
             thePlayer = other.gameObject;
     }
     }
             
 }
 
 
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Answer by oozwal · Aug 08, 2017 at 03:09 PM

I think it's cause you used "gameobject" instead of "Gameobject"

private gameObject thePlayer*

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