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Question by yesimarobot · Jun 22, 2010 at 09:22 PM · 2diphonecharactercontroller

C# from Unity to Unity iPhone

I'm trying to implement the code below. It's C# and works fine in Unity Basic. It's won't compile in Unity iPhone. I'm trying to understand the difference between C# in Unity vs Unity iPhone. I've included the script, original post link and errors. Thanks in advance for any insight you can provide.

http://forum.unity3d.com/viewtopic.php?t=45238&highlight=controller2d

Assets/Scripts/Controller2D.cs(140,56): error CS1002: Expecting ;' (Filename: Assets/Scripts/Controller2D.cs Line: 140) Assets/Scripts/Controller2D.cs(306,90): error CS1002: Expecting;' (Filename: Assets/Scripts/Controller2D.cs Line: 306) Assets/Scripts/Controller2D.cs(313,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 313) Assets/Scripts/Controller2D.cs(395,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 395) Assets/Scripts/Controller2D.cs(409,11): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 409) Assets/Scripts/Controller2D.cs(415,13): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 415) Assets/Scripts/Controller2D.cs(421,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 421) Assets/Scripts/Controller2D.cs(426,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 426) Assets/Scripts/Controller2D.cs(431,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 431) Assets/Scripts/Controller2D.cs(436,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 436) Assets/Scripts/Controller2D.cs(441,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 441) Assets/Scripts/Controller2D.cs(446,13): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 446) Assets/Scripts/Controller2D.cs(451,11): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 451) Assets/Scripts/Controller2D.cs(456,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 456) Assets/Scripts/Controller2D.cs(460,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 460)

Controller2D.cs [code]using UnityEngine; [RequireComponent(typeof(CharacterController))] [AddComponentMenu("2D Platformer/Controller2D")]

public class Controller2D : MonoBehaviour {

// Require a character controller to be attached to the same game object [System.Serializable] public class PlatformerControllerMovement { // The speed when walking public float walkSpeed = 3.0f; // when pressing "Fire1" button (control) we start running public float runSpeed = 10.0f;

     public float inAirControlAcceleration = 1.0f;

     // The gravity for the character
     public float gravity = 60.0f;
     public float maxFallSpeed = 20.0f;

     // How fast does the character change speeds?  Higher is faster.
     public float speedSmoothing = 20.0f;

     // This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
     public float rotationSmoothing = 10.0f;

     // The current move direction in x-y.  This will always been (1,0,0) or (-1,0,0)
     // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
     [System.NonSerialized]
     public Vector3 direction = Vector3.zero;

     // The current vertical speed
     [System.NonSerialized]
     public float verticalSpeed = 0.0f;

     // The current movement speed.  This gets smoothed by speedSmoothing.
     [System.NonSerialized]
     public float speed = 0.0f;

     // Is the user pressing the left or right movement keys?
     [System.NonSerialized]
     public bool isMoving = false;

     // The last collision flags returned from controller.Move
     [System.NonSerialized]
     public CollisionFlags collisionFlags;

     // We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
     [System.NonSerialized]
     public Vector3 velocity;

     // This keeps track of our current velocity while we're not grounded?
     [System.NonSerialized]
     public Vector3 inAirVelocity = Vector3.zero;

     // This will keep track of how long we have we been in the air (not grounded)
     [System.NonSerialized]
     public float hangTime = 0.0f;

 }

 [System.Serializable]
 // We will contain all the jumping related variables in one helper class for clarity.
 public class PlatformerControllerJumping
 {
     // Can the character jump?
     public bool enabled = true;

     // How high do we jump when pressing jump and letting go immediately
     public float height = 1.0f;
     // We add extraHeight units (meters) on top when holding the button down longer while jumping
     public float extraHeight = 4.1f;

     public float doubleJumpHeight = 2.1f;

     // This prevents inordinarily too quick jumping
     // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
     [System.NonSerialized]
     public float repeatTime = 0.05f;

     [System.NonSerialized]
     public float timeout = 0.15f;

     // Are we jumping? (Initiated with jump button and not grounded yet)
     [System.NonSerialized]
     public bool jumping = false;

     // Are where double jumping? ( Initiated when jumping or falling after pressing the jump button )
     [System.NonSerialized]
     public bool doubleJumping = false;

     // Can we make a double jump ( we can't make two double jump or more at the same jump )
     [System.NonSerialized]
     public bool canDoubleJump = false;

     [System.NonSerialized]
     public bool reachedApex = false;

     // Last time the jump button was clicked down
     [System.NonSerialized]
     public float lastButtonTime = -10.0f;

     // Last time we performed a jump
     [System.NonSerialized]
     public float lastTime = -1.0f;

     // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
     [System.NonSerialized]
     public float lastStartHeight = 0.0f;
 }
 // Does this script currently respond to Input?
 public bool canControl = true;

 // The character will spawn at spawnPoint's position when needed.  This could be changed via a script at runtime to implement, e.g. waypoints/savepoints.
 public Transform spawnPoint;

 public PlatformerControllerMovement movement;


 public PlatformerControllerJumping jump;

 private CharacterController controller;

 // Moving platform support.
 private Transform activePlatform;
 private Vector3 activeLocalPlatformPoint;
 private Vector3 activeGlobalPlatformPoint;
 private Vector3 lastPlatformVelocity;

 // This is used to keep track of special effects in UpdateEffects ();
 private bool areEmittersOn = false;

 void Awake()
 {
     movement = new PlatformerControllerMovement();
     jump = new PlatformerControllerJumping();
     movement.direction = transform.TransformDirection(Vector3.forward);
     controller = GetComponent<CharacterController>();
     Spawn();
 }

 void Spawn()
 {
     // reset the character's speed
     movement.verticalSpeed = 0.0f;
     movement.speed = 0.0f;

     // reset the character's position to the spawnPoint
     transform.position = spawnPoint.position;

 }

 void OnDeath()
 {
     Spawn();
 }

 void UpdateSmoothedMovementDirection()
 {
     float h = Input.GetAxisRaw("Horizontal");

     if (!canControl)
         h = 0.0f;

     movement.isMoving = Mathf.Abs(h) > 0.1;

     if (movement.isMoving)
         movement.direction = new Vector3(h, 0, 0);

     // Grounded controls
     //if (controller.isGrounded)
     //{
         // Smooth the speed based on the current target direction
         float curSmooth = movement.speedSmoothing * Time.deltaTime;

         // Choose target speed

         float targetSpeed = Mathf.Min(Mathf.Abs(h), 1.0f);

         // Pick speed modifier
         /*
        if (Input.GetButton ("Fire2") && canControl)
             targetSpeed *= movement.runSpeed;
         else
             targetSpeed *= movement.walkSpeed;
         */

         targetSpeed *= movement.runSpeed;

         movement.speed = Mathf.Lerp(movement.speed, targetSpeed, curSmooth);

         movement.hangTime = 0.0f;
     //}
     //else
     //{
     //    // In air controls
     //    movement.hangTime += Time.deltaTime;
     //    if (movement.isMoving)
     //        movement.inAirVelocity += new Vector3(Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;
     //}
 }

 void FixedUpdate()
 {
     // Make sure we are absolutely always in the 2D plane.
     transform.position = new Vector3(transform.position.x, transform.position.y, 0.0f);

 }

 void ApplyJumping()
 {
     // Prevent jumping too fast after each other
     if (jump.lastTime + jump.repeatTime > Time.time)
         return;

     if (controller.isGrounded)
     {
         // Jump
         // - Only when pressing the button down
         // - With a timeout so you can press the button slightly before landing
         if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout)
         {
             movement.verticalSpeed = CalculateJumpVerticalSpeed(jump.height);
             movement.inAirVelocity = lastPlatformVelocity;
             SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
         }
     }
 }

 void ApplyGravity()
 {
     // Apply gravity
     bool jumpButton = Input.GetButton("Jump");



     if (!canControl)
         jumpButton = false;

     // When we reach the apex of the jump we send out a message
     if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0)
     {
         jump.reachedApex = true;
         SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
     }

     // if we are jumping and we press jump button, we do a double jump or
     // if we are falling, we can do a double jump to
     if ((jump.jumping && Input.GetButtonUp("Jump") && !jump.doubleJumping) || (!controller.isGrounded && !jump.jumping && !jump.doubleJumping && movement.verticalSpeed < -12.0))
     {
         jump.canDoubleJump = true;
     }

     // if we can do a double jump, and we press the jump button, we do a double jump
     if (jump.canDoubleJump && Input.GetButtonDown("Jump") && !IsTouchingCeiling())
     {
         jump.doubleJumping = true;
         movement.verticalSpeed = CalculateJumpVerticalSpeed(jump.doubleJumpHeight);
         jump.canDoubleJump = false;

     }
     // * When jumping up we don't apply gravity for some time when the user is holding the jump button
     //   This gives more control over jump height by pressing the button longer
     bool extraPowerJump = jump.jumping && !jump.doubleJumping && movement.verticalSpeed > 0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling();

     if (extraPowerJump)
         return;
     else if (controller.isGrounded)
     {
         movement.verticalSpeed = -movement.gravity * Time.deltaTime;
         jump.canDoubleJump = false;
     }
     else
         movement.verticalSpeed -= movement.gravity * Time.deltaTime;

     // Make sure we don't fall any faster than maxFallSpeed.  This gives our character a terminal velocity.
     movement.verticalSpeed = Mathf.Max(movement.verticalSpeed, -movement.maxFallSpeed);
 }

 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 * movement.gravity);
 }

 void DidJump()
 {
     jump.jumping = true;
     jump.reachedApex = false;
     jump.lastTime = Time.time;
     jump.lastStartHeight = transform.position.y;
     jump.lastButtonTime = -10;
 }

 void UpdateEffects()
 {
     bool wereEmittersOn = areEmittersOn;
     areEmittersOn = jump.jumping && movement.verticalSpeed > 0.0;

     // By comparing the previous value of areEmittersOn to the new one, we will only update the particle emitters when needed
     if (wereEmittersOn != areEmittersOn)
     {
         foreach (ParticleEmitter emitter in GetComponentsInChildren<ParticleEmitter>())
         {
             emitter.emit = areEmittersOn;
         }
     }
 }

 void Update()
 {
     if (Input.GetButtonDown("Jump") && canControl)
     {
         jump.lastButtonTime = Time.time;
     }

     UpdateSmoothedMovementDirection();

     // Apply gravity
     // - extra power jump modifies gravity
     ApplyGravity();

     // Apply jumping logic
     ApplyJumping();

     // Moving platform support
     if (activePlatform != null)
     {
         Vector3 newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);
         Vector3 moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
         transform.position = transform.position + moveDistance;
         lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
     }
     else
     {
         lastPlatformVelocity = Vector3.zero;
     }

     activePlatform = null;

     // Save lastPosition for velocity calculation.
     Vector3 lastPosition = transform.position;

     // Calculate actual motion
     Vector3 currentMovementOffset = movement.direction * movement.speed + new Vector3(0, movement.verticalSpeed, 0) + movement.inAirVelocity;

     // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
     currentMovementOffset *= Time.deltaTime;

     // Move our character!
     movement.collisionFlags = controller.Move(currentMovementOffset);

     // Calculate the velocity based on the current and previous position.
     // This means our velocity will only be the amount the character actually moved as a result of collisions.
     movement.velocity = (transform.position - lastPosition) / Time.deltaTime;

     // Moving platforms support
     if (activePlatform != null)
     {
         activeGlobalPlatformPoint = transform.position;
         activeLocalPlatformPoint = activePlatform.InverseTransformPoint(transform.position);
     }

     // Set rotation to the move direction   

// if (movement.direction.sqrMagnitude > 0.01 && !Input.GetButton("Shoot")) // transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(movement.direction), Time.deltaTime movement.rotationSmoothing); // else transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(movement.direction), Time.deltaTime 100);

     // We are in jump mode but just became grounded
     if (controller.isGrounded)
     {
         movement.inAirVelocity = Vector3.zero;

         if (jump.jumping || jump.doubleJumping)
         {
             jump.jumping = false;
             jump.doubleJumping = false;
             jump.canDoubleJump = false;

             SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);

             Vector3 jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
             if (jumpMoveDirection.sqrMagnitude > 0.01)
                 movement.direction = jumpMoveDirection.normalized;
         }
     }

     // Update special effects like rocket pack particle effects
     UpdateEffects();
 }

 void OnControllerColliderHit(ControllerColliderHit hit)
 {
     if (hit.moveDirection.y > 0.01f)
         return;

     // Make sure we are really standing on a straight platform
     // Not on the underside of one and not falling down from it either!
     if (hit.moveDirection.y < -0.9f && hit.normal.y > 0.9f)
     {
         activePlatform = hit.collider.transform;
     }
 }

 // Various helper functions below:
 float GetSpeed()
 {

     return movement.speed;
 }

 Vector3 GetVelocity()
 {
     return movement.velocity;
 }


 bool IsMoving()
 {
     return movement.isMoving;
 }

 bool IsJumping()
 {
     return jump.jumping;
 }

 bool IsDoubleJumping()
 {
     return jump.doubleJumping;
 }

 bool canDoubleJump()
 {
     return jump.canDoubleJump;
 }

 bool IsTouchingCeiling()
 {
     return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
 }

 Vector3 GetDirection()
 {
     return movement.direction;
 }

 float GetHangTime()
 {
     return movement.hangTime;
 }

 void Reset()
 {
     gameObject.tag = "Player";
 }
 void SetControllable(bool controllable)
 {
     canControl = controllable;
 }

}

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avatar image Pirate___man · Jun 22, 2010 at 10:10 PM 0
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Wow!!! Thats some script!!

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Answer by Tetrad · Jun 22, 2010 at 09:35 PM

Unity iPhone doesn't implement the generic forms of GetComponent. So you have to do the old-fashioned GetComponent( "CharacterController" ) or GetComponent( typeof( CharacterController ) ), and cast it back to the type you need (since they both return Component types).

To cast it back you can either use the as syntax, so GetComponent( typeof( CharacterController ) ) as CharacterController; or the other type that I like to call C-style casting but probably has a different name (CharacterController)GetComponent( typeof( CharacterController ) );.

Also you can't use generics at all in Unity iPhone unless you enable .NET 2.1 support in the player preferences.

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Answer by Jaap Kreijkamp · Jun 23, 2010 at 01:40 AM

You are compiling .NET2.0 code using .NET1.1, change this to .NET2.0 in Player Settings (Edit -> Project Settings -> Player Settings -> Api Compatibility Level).

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