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This question was closed Apr 08, 2018 at 10:02 PM by MiloRoban for the following reason:

Figured it out.

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Question by MiloRoban · Apr 08, 2018 at 09:16 PM · errorcompiler error

Getting compiler errors that I cannot seem to decipher.

In this script here, I am receiving compiler errors that I can't quite seem to decipher. I'll post the code and maybe somebody will see something that I didn't. Thanks so much

Compiler errors:

Assertion failed: Assertion failed on expression: 'm_CurrentEntriesPtr != NULL && m_IsGettingEntries'

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Assertion failed: Assertion failed on expression: 'm_CurrentEntriesPtr != NULL && m_IsGettingEntries'

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Assets/Scripts/Caller.cs(26,17): error CS1061: Type ScoreManager' does not contain a definition for EnableScoring' and no extension method EnableScoring' of type ScoreManager' could be found. Are you missing an assembly reference? Assets/Scripts/ScoreManager.cs(28,13): error CS0103: The name `scoreIncreasing' does not exist in the current context

Script:

  using UnityEngine;
  using UnityEngine.UI;
  
  public class ScoreManager : MonoBehaviour
  {
      // SerializeField is a way to see the privae variable in the inspector. 
      // When coding it is a good idea to not let a variable be accessed by anything that
      // it doesn't need to be.  If it is only used in this class it should be private. 
      [SerializeField]
      Text scoreText;
      [SerializeField]
      Text hiScoreText;
      [SerializeField]
      float scoreCount = 0;
      [SerializeField]
      float hiScoreCount = 0;
      [SerializeField]
      float pointsPerSecond = 2;
     
      // Assign the player to this in the inspector. 
      [SerializeField]
      SimplePlatformScript player;
      const string sScore = "Score: ";
      const string sHighScore = "High Score: ";
  
      void Update()
      {
          if (scoreIncreasing)
              scoreCount += pointsPerSecond * Time.deltaTime;
  
          if (scoreCount > hiScoreCount)
          {
              hiScoreCount = scoreCount;
              // The high score only needs to be updated when the score is higher. Not every frame. 
              UpdateHighScoreText();
          }
          UpdateScoreText();
      }
  
      public void ResetPlayerScore()
      {
          scoreCount = 0;
          scoreText.text = "Score: 0";
       }
             
      void UpdateScoreText()
      {
          scoreText.text = string.Format("{0} {1}", sScore, Mathf.Round(scoreCount));
      }
  
      void UpdateHighScoreText()
      {
          hiScoreText.text = string.Format("{0} {1}", sHighScore, Mathf.Round(hiScoreCount));
      }
  }
  
  public class SimplePlatformScript : MonoBehaviour
  {
      //[HideInInspector] public bool facingRight = true;
      [HideInInspector] public bool jump = false;
      //public float moveForce = 365f;
      //public float maxSpeed = 5f;
      public float jumpForce = 1000f;
  
      public Transform groundCheck;
      // Store the layer in this reference so it doesnt have to create a new reference 
      // every physics frame.
      [SerializeField]
      LayerMask whatIsGround;
  
      // Changed this to a public so the ScoreManager can see it. 
      [SerializeField]
      public bool grounded = false;
  
      //private Animator anim;
      private Rigidbody2D rb2d;
      // Use const string anytime you are calling a string more than once. 
      // Everytime you call a literal string it puts a new one in memory.  
      // Doing it like this make it only create one. 
      const string sJump = "Jump";
      // Use this for initialization
      void Awake()
      {
          //anim = GetComponent<Animator>();
          rb2d = GetComponent<Rigidbody2D>();
      }
  
      void Update()
      {
          if (Input.GetButtonDown(sJump) && grounded)
          {
              // This is ok to do in update as it feels better to the player. 
              // This is a physics action but doing an input actions
              // feels off to the player if there is a delay. 
              rb2d.AddForce(new Vector2(0f, jumpForce));
          }
      }
  
      void FixedUpdate()
      {
          // Any physics calculations are better done in the FixedUpdate. 
          grounded = Physics2D.Linecast(transform.position, groundCheck.position, whatIsGround);
      }
  }



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