Question by
importguru88 · Feb 19, 2016 at 01:13 AM ·
errorcompiler
Im getting an error CS0115 cs.
using UnityEngine; using System.Collections;
namespace Opsive.ThirdPersonController.Input { ///
/// Acts as a common base class for Control Freak input. /// public class ControlFreakInput : PlayerInput { // Internal variables private bool m_AllowGameplayInput = true; /// <summary>
/// Assign the static variables and initialize the default values.
/// </summary>
private void OnEnable()
{
s_PlayerInput = this;
}
/// <summary>
/// Register for any events that the handler should be aware of.
/// </summary>
private void Start()
{
EventHandler.RegisterEvent<bool>(gameObject, "OnAllowGameplayInput", AllowGameplayInput);
}
/// <summary>
/// Internal method to determine if the disabled button is down.
/// </summary>
/// <param name="primaryInput">Should the primary input be checked?</param>
/// <returns>True if the disabled button is down.</returns>
protected override bool IsDisabledButtonDownInternal(bool primaryInput)
{
return GetButton(primaryInput ? Constants.PrimaryDisableButtonName : Constants.SecondaryDisableButtonName, true);
}
/// <summary>
/// Internal method to return true if the button is being pressed.
/// </summary>
/// <param name="name">The name of the button.</param>
/// <returns>True of the button is being pressed.</returns>
protected override bool GetButtonInternal(string name, bool positiveAxis)
{
if (!m_AllowGameplayInput) {
return false;
}
return CFInput.GetButton(name);
}
/// <summary>
/// Internal method to return true if the button was pressed this frame. Will use the joystick axis if a joystick is connected.
/// </summary>
/// <param name="name">The name of the button.</param>
/// <param name="positiveAxis">If using a joystick, is the joystick axis positive?</param>
/// <returns>True if the button is pressed this frame.</returns>
protected override bool GetButtonDownInternal(string name, bool positiveAxis)
{
if (!m_AllowGameplayInput) {
return false;
}
return CFInput.GetButtonDown(name);
}
/// <summary>
/// Internal method to return true if the button was pressed this frame.
/// </summary>
/// <param name="name">The name of the button.</param>
/// <returns>True if the button is pressed this frame.</returns>
protected override bool GetButtonDownInternal(string name)
{
return CFInput.GetButtonDown(name);
}
/// <summary>
/// Internal method to return true if the button is up.
/// </summary>
/// <param name="name">The name of the button.</param>
/// <param name="useJoystick">Should the input be using the joystick if connected?</param>
/// <returns>True if the button is up.</returns>
protected override bool GetButtonUpInternal(string name, bool useJoystickAxis)
{
return CFInput.GetButtonUp(name);
}
/// <summary>
/// Internal method to return true if a double tap occurred.
/// </summary>
/// <returns>True if a double tap occurred.</returns>
protected override bool GetDoublePressInternal()
{
if (UnityEngine.Input.touchCount == 0) {
return false;
}
var touch = UnityEngine.Input.touches[0];
return touch.tapCount == 2;
}
/// <summary>
/// Internal method to return the value of the axis with the specified name.
/// </summary>
/// <param name="name">The name of the axis.</param>
/// <returns>The value of the axis.</returns>
protected override float GetAxisInternal(string name)
{
return CFInput.GetAxis(name);
}
/// <summary>
/// Internal method to return the value of the raw axis with the specified name.
/// </summary>
/// <param name="name">The name of the axis.</param>
/// <returns>The value of the raw axis.</returns>
protected override float GetAxisRawInternal(string name)
{
return CFInput.GetAxisRaw(name);
}
/// <summary>
/// Should the mouse be used?
/// </summary>
/// <returns>True if the mouse should be used.</returns>
protected bool UseMouseInternal()
{
return false;
}
/// <summary>
/// Internal method to return the position of the mouse.
/// </summary>
/// <returns>The mouse position.</returns>
protected override Vector2 GetMousePositionInternal()
{
return CFInput.mousePosition;
}
/// <summary>
/// Is gameplay input allowed? An example of when it will not be allowed is when there is a fullscreen UI over the main camera.
/// </summary>
/// <param name="allow">True if gameplay is allowed.</param>
private void AllowGameplayInput(bool allow)
{
m_AllowGameplayInput = allow;
}
}
}
I corrected one of the errors but I don't understand this one.
Comment
Best Answer
Answer by jgodfrey · Feb 19, 2016 at 01:26 AM
CS0115 is caused by attempting to override a method that doesn't exist. Do you have a typo in one of your override method names?
Your answer
Follow this Question
Related Questions
Compiler Error CS0120, GUIText 0 Answers
(31,16): error CS1525: Unexpected symbol `(', expecting `)', `,', `;', `[', or `=' 2 Answers
Compiler error 0 Answers
Compilation failed because the compiler couldn't be executed error 0 Answers
I got three CS 1061 Errors while learning Unity as an absolute beginner. Please help me! 1 Answer