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Question by fantasyfreak7001 · Mar 02, 2014 at 11:48 AM · not workinggameplay

infinite runner HELP

this is my code but there a 2 problems that wont let me start. the problems are; Assets/Sample Assets/2D/Scripts/PlatformerCharacter2D.cs(90,76): error CS1526: A new expression requires () or [] after type Assets/Sample Assets/2D/Scripts/PlatformerCharacter2D.cs(90,76): error CS8032: Internal compiler error during parsing, Run with -v for details

 using UnityEngine;
 
 
 public class PlatformerCharacter2D : MonoBehaviour 
 {
     bool facingRight = true;                            // For determining which way the player is currently facing.
 
     [SerializeField] float maxSpeed = 10f;                // The fastest the player can travel in the x axis.
     [SerializeField] float jumpForce = 400f;            // Amount of force added when the player jumps.    
 
     [Range(0, 1)]
     [SerializeField] float crouchSpeed = .36f;            // Amount of maxSpeed applied to crouching movement. 1 = 100%
     
     [SerializeField] bool airControl = false;            // Whether or not a player can steer while jumping;
     [SerializeField] LayerMask whatIsGround;            // A mask determining what is ground to the character
     
     Transform groundCheck;                                // A position marking where to check if the player is grounded.
     float groundedRadius = .2f;                            // Radius of the overlap circle to determine if grounded
     bool grounded = false;                                // Whether or not the player is grounded.
     Transform ceilingCheck;                                // A position marking where to check for ceilings
     float ceilingRadius = .01f;                            // Radius of the overlap circle to determine if the player can stand up
     Animator anim;                                        // Reference to the player's animator component.
 
     bool doubleJump = false;
 
     void Awake()
     {
         // Setting up references.
         groundCheck = transform.Find("GroundCheck");
         ceilingCheck = transform.Find("CeilingCheck");
         anim = GetComponent<Animator>();
     }
 
 
     void FixedUpdate()
     {
         // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
         grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
         anim.SetBool("Ground", grounded);
 
         // Set the vertical animation
         anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
                         if (grounded)
                         doubleJump = false;
     }
 
 
     public void Move(float move, bool crouch, bool jump)
     {
 
 
         // If crouching, check to see if the character can stand up
         if(!crouch && anim.GetBool("Crouch"))
         {
             // If the character has a ceiling preventing them from standing up, keep them crouching
             if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
                 crouch = true;
         }
 
         // Set whether or not the character is crouching in the animator
         anim.SetBool("Crouch", crouch);
 
         //only control the player if grounded or airControl is turned on
         if(grounded || airControl)
         {
             // Reduce the speed if crouching by the crouchSpeed multiplier
             move = (crouch ? move * crouchSpeed : move);
 
             // The Speed animator parameter is set to the absolute value of the horizontal input.
             anim.SetFloat("Speed", Mathf.Abs(move));
 
             // Move the character
             rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
             
             // If the input is moving the player right and the player is facing left...
             if(move > 0 && !facingRight)
                 // ... flip the player.
                 Flip();
             // Otherwise if the input is moving the player left and the player is facing right...
             else if(move < 0 && facingRight)
                 // ... flip the player.
                 Flip();
         }
 
         
         // If the player should jump...
         if ((grounded || !doubleJump) && jump) {
             // Add a vertical force to the player.
             anim.SetBool("Ground", false);
             rigidbody2D.velocity = new Vector2 (rigidbody2D.velocity.x, 0);
             rigidbody2D.AddForce (new Vector2 (Of  (jumpForce );
             if(!grounded)
                 doubleJump = true;
         }
     }
 
 
     
     void Flip ()
     {
         // Switch the way the player is labelled as facing.
         facingRight = !facingRight;
         
         // Multiply the player's x local scale by -1.
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 }



PLEASE someone help me i was really annoyed when it didnt work, i was up VERY late trying to do it.

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avatar image Linus · Mar 02, 2014 at 11:56 AM 0
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please get the lines to match up with the error message, or point out the exact line you have problems with.

You seem to miss some brackets and perhaps some ()

 if(){
 
 }
avatar image fantasyfreak7001 · Mar 03, 2014 at 04:02 PM 0
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On line 80 to eight 5 where it says of gives me the problems

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Answer by perchik · Mar 03, 2014 at 04:08 PM

I believe your error is here:

rigidbody2D.AddForce (new Vector2 (Of (jumpForce );

It should probably be:

rigidbody2D.AddForce (new Vector2 (0f , jumpForce ) );

Also, as @linus pointed out, you're a little skimpy on using {} after If statements. If you only intend to do one line of code in each if, that's fine, but generally it's good practice to always do:

 if(condition)
 {
    //statements
 }
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