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Weird warnings after translating javascript to C#
I translated the third person script from Javascript to C#, everything runs fine but when I build the game I get these weird warnings, the build game works perfectly
Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonShooter.cs(485,14): warning CS0219: The variable jumpButton' is assigned but its value is never used Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonShooter.cs(161,15): warning CS0414: The private field
ThirdPersonShooter.lastJumpStartHeight' is assigned but its value is never used
Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonShooter.cs(485,14): warning CS0219: The variable `jumpButton' is assigned but its value is never used
I know what those are, but its weird to me that if any of those values are never used how am I able to jump?
This is the code, Im only been coding for like a week, so Im a little worried for future bugs in my game.
using UnityEngine;
using System.Collections;
[AddComponentMenu("Rayco's scripts/third person controller")]
public class ThirdPersonShooter : MonoBehaviour {
public AnimationClip idleAnimation;
public AnimationClip walkAnimation;
public AnimationClip runAnimation;
public AnimationClip jumpPoseAnimation;
public float walkMaxAnimationSpeed = 0.75F;
public float trotMaxAnimationSpeed = 1F;
public float runMaxAnimationSpeed = 1F;
public float jumpAnimationSpeed = 1F;
public float landAnimationSpeed =1F;
private Animation _animation;
enum CharacterState {
Idle = 0,
Walking = 1,
Trotting = 2,
Running = 3,
Jumping = 4,
}
private CharacterState _characterState;
// The speed when walking
public float walkSpeed = 2.0F;
// after trotAfterSeconds of walking we trot with trotSpeed
public float trotSpeed = 4.0F;
// when pressing "Fire3" button (cmd) we start running
public float runSpeed = 6.0F;
public float inAirControlAcceleration = 3.0F;
// How high do we jump when pressing jump and letting go immediately
public float jumpHeight = 0.5F;
// The gravity for the character
public float gravity = 20.0F;
// The gravity in controlled descent mode
public float speedSmoothing = 10.0F;
public float rotateSpeed = 500.0F;
public float trotAfterSeconds = 3.0F;
public bool canJump= true;
private float jumpRepeatTime = 0.05F;
private float jumpTimeout = 0.15F;
private float groundedTimeout = 0.25F;
// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private float lockCameraTimer = 0.0F;
// The current move direction in x-z
private Vector3 moveDirection = Vector3.zero;
// The current vertical speed
private float verticalSpeed = 0.0F;
// The current x-z move speed
private float moveSpeed = 0.0F;
// The last collision flags returned from controller.Move
private CollisionFlags collisionFlags ;
// Are we jumping? (Initiated with jump button and not grounded yet)
private bool jumping = false;
private bool jumpingReachedApex = false;
// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private bool movingBack = false;
// Is the user pressing any keys?
private bool isMoving = false;
// When did the user start walking (Used for going into trot after a while)
private float walkTimeStart = 0.0F;
// Last time the jump button was clicked down
private float lastJumpButtonTime = -10.0F;
// Last time we performed a jump
private float lastJumpTime = -1.0F;
// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
private float lastJumpStartHeight = 0.0F;
private Vector3 inAirVelocity = Vector3.zero;
private float lastGroundedTime = 0.0F;
private bool isControllable = true;
// Use this for initialization
void Awake (){
moveDirection = transform.TransformDirection(Vector3.forward);
_animation = GetComponent<Animation>();
if(!_animation)
Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
/*
public AnimationClip idleAnimation;
public AnimationClip walkAnimation;
public AnimationClip runAnimation;
public AnimationClip jumpPoseAnimation;
*/
if(!idleAnimation) {
_animation = null;
Debug.Log("No idle animation found. Turning off animations.");
}
if(!walkAnimation) {
_animation = null;
Debug.Log("No walk animation found. Turning off animations.");
}
if(!runAnimation) {
_animation = null;
Debug.Log("No run animation found. Turning off animations.");
}
if(!jumpPoseAnimation && canJump) {
_animation = null;
Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
}
}
void UpdateSmoothedMovementDirection (){
Transform cameraTransform = Camera.main.transform;
bool grounded = IsGrounded();
// Forward vector relative to the camera along the x-z plane
Vector3 forward= cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;
// Right vector relative to the camera
// Always orthogonal to the forward vector
Vector3 right= new Vector3(forward.z, 0, -forward.x);
float v= Input.GetAxisRaw("Vertical");
float h= Input.GetAxisRaw("Horizontal");
// Are we moving backwards or looking backwards
if (v < -0.2f)
movingBack = true;
else
movingBack = false;
bool wasMoving= isMoving;
isMoving = Mathf.Abs (h) > 0.1f || Mathf.Abs (v) > 0.1f;
// Target direction relative to the camera
Vector3 targetDirection= h * right + v * forward;
// Grounded controls
if (grounded)
{
// Lock camera for short period when transitioning moving & standing still
lockCameraTimer += Time.deltaTime;
if (isMoving != wasMoving)
lockCameraTimer = 0.0f;
// We store speed and direction seperately,
// so that when the character stands still we still have a valid forward direction
// moveDirection is always normalized, and we only update it if there is user input.
if (targetDirection != Vector3.zero)
{
// If we are really slow, just snap to the target direction
if (moveSpeed < walkSpeed * 0.9f && grounded)
{
moveDirection = targetDirection.normalized;
}
// Otherwise smoothly turn towards it
else
{
moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
moveDirection = moveDirection.normalized;
}
}
// Smooth the speed based on the current target direction
float curSmooth= speedSmoothing * Time.deltaTime;
// Choose target speed
//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
float targetSpeed= Mathf.Min(targetDirection.magnitude, 1.0f);
_characterState = CharacterState.Idle;
// Pick speed modifier
if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
{
targetSpeed *= runSpeed;
_characterState = CharacterState.Running;
}
else if (Time.time - trotAfterSeconds > walkTimeStart)
{
targetSpeed *= trotSpeed;
_characterState = CharacterState.Trotting;
}
else
{
targetSpeed *= walkSpeed;
_characterState = CharacterState.Walking;
}
moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
// Reset walk time start when we slow down
if (moveSpeed < walkSpeed * 0.3f)
walkTimeStart = Time.time;
}
// In air controls
else
{
// Lock camera while in air
if (jumping)
lockCameraTimer = 0.0f;
if (isMoving)
inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
}
}
void ApplyJumping (){
// Prevent jumping too fast after each other
if (lastJumpTime + jumpRepeatTime > Time.time)
return;
if (IsGrounded()) {
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}
}
}
void ApplyGravity (){
if (isControllable) // don't move player at all if not controllable.
{
// Apply gravity
bool jumpButton= Input.GetButton("Jump");
// When we reach the apex of the jump we send out a message
if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0f)
{
jumpingReachedApex = true;
SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}
if (IsGrounded ())
verticalSpeed = 0.0f;
else
verticalSpeed -= gravity * Time.deltaTime;
}
}
float CalculateJumpVerticalSpeed ( float targetJumpHeight ){
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}
void DidJump (){
jumping = true;
jumpingReachedApex = false;
lastJumpTime = Time.time;
lastJumpStartHeight = transform.position.y;
lastJumpButtonTime = -10;
_characterState = CharacterState.Jumping;
}
void Update (){
if (!isControllable)
{
// kill all inputs if not controllable.
Input.ResetInputAxes();
}
if (Input.GetButtonDown ("Jump"))
{
lastJumpButtonTime = Time.time;
}
UpdateSmoothedMovementDirection();
// Apply gravity
// - extra power jump modifies gravity
// - controlledDescent mode modifies gravity
ApplyGravity ();
// Apply jumping logic
ApplyJumping ();
// Calculate actual motion
Vector3 movement= moveDirection * moveSpeed + new Vector3 (0, verticalSpeed, 0) + inAirVelocity;
movement *= Time.deltaTime;
// Move the controller
CharacterController controller = GetComponent<CharacterController>();
collisionFlags = controller.Move(movement);
// ANIMATION sector
if(_animation) {
if(_characterState == CharacterState.Jumping)
{
if(!jumpingReachedApex) {
_animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
_animation.CrossFade(jumpPoseAnimation.name);
} else {
_animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
_animation.CrossFade(jumpPoseAnimation.name);
}
}
else
{
if(controller.velocity.sqrMagnitude < 0.1f) {
_animation.CrossFade(idleAnimation.name);
}
else
{
if(_characterState == CharacterState.Running) {
_animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, runMaxAnimationSpeed);
_animation.CrossFade(runAnimation.name);
}
else if(_characterState == CharacterState.Trotting) {
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
else if(_characterState == CharacterState.Walking) {
_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
}
}
}
// ANIMATION sector
// Set rotation to the move direction
if (IsGrounded())
{
transform.rotation = Quaternion.LookRotation(moveDirection);
}
else
{
Vector3 xzMove= movement;
xzMove.y = 0;
if (xzMove.sqrMagnitude > 0.001f)
{
transform.rotation = Quaternion.LookRotation(xzMove);
}
}
// We are in jump mode but just became grounded
if (IsGrounded())
{
lastGroundedTime = Time.time;
inAirVelocity = Vector3.zero;
if (jumping)
{
jumping = false;
SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
}
}
}
void OnControllerColliderHit ( ControllerColliderHit hit ){
// Debug.DrawRay(hit.point, hit.normal);
if (hit.moveDirection.y > 0.01f)
return;
}
float GetSpeed (){
return moveSpeed;
}
bool IsJumping (){
return jumping;
}
bool IsGrounded (){
return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
}
Vector3 GetDirection (){
return moveDirection;
}
bool IsMovingBackwards (){
return movingBack;
}
float GetLockCameraTimer (){
return lockCameraTimer;
}
bool IsMoving (){
return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;
}
bool HasJumpReachedApex (){
return jumpingReachedApex;
}
bool IsGroundedWithTimeout (){
return lastGroundedTime + groundedTimeout > Time.time;
}
void Reset (){
gameObject.tag = "Player";
}
}
warning CS0219: The variable `movement' is assigned but its value is never used
Answer by Lovrenc · Jan 16, 2013 at 10:48 PM
I am not going to read your code because it is way to long.
There warnings are simple. You made some variables and initialized them. For instance:
int a = 5;
int b;
//other code...
b = 4;
However, you never used these variables in any way. This simply means that either you forgot to use them or that your code works even if you didnt have these variables as they are not doing anything really. In your case it is this line:
bool jumpButton= Input.GetButton("Jump");
You NEVER used jumpButton variable either in IF statement or any other non-assigning statement.
I know that the warnings are pretty clear, but how come the original code dont give me those warnings and its the same exact code but in javascript? it actually works perfect anyways, Should I get rid of those lines?
Some compilers check and catch these kinds of things some dont. You can get rid of them, yes. You want to keep the code as clean as possible.
Your answer
![](https://koobas.hobune.stream/wayback/20220613091045im_/https://answers.unity.com/themes/thub/images/avi.jpg)
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