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Error CS0103: The name `ctn' does not exist in the current context ??
I've been following the BurgZergArcade tutorials, I even bought the script package hoping for help (also cause the series is awesome and kudos were required). But I'm stumped.
I'm getting 3 errors that are all the same, just showing up in different areas. Assets/scripts/Character Classes/BaseCharacter.cs(71,32): error CS0103: The name `ctn' does not exist in the current context
Here's what I believe to be the problem code, though I'll post the whole file below incase I missed something.
private void SetupPrimaryAttributes() {
for(int cnt = 0; cnt < _primaryAttribute.Length; cnt++) {
_primaryAttribute[ctn] = new Attribute();
}
}
private void SetupVitals() {
for(int cnt = 0; cnt < _vital.Length; cnt++) {
_vital[ctn] = new Vital();
}
}
private void SetupSkills() {
for(int cnt = 0; cnt < _skill.Length; cnt++) {
_skill[ctn] = new Skill();
}
}
And the whole file: using UnityEngine; using System.Collections; using System.Collections.Generic; using System; //added to access the enum class
public class BaseCharacter : MonoBehaviour {
private string _name;
private int _level;
private uint _freeExp;
private Attribute [] _primaryAttribute;
private Vital[] _vital;
private Skill[] _skill;
public void Awake() {
_name = string.Empty;
_level = 0;
_freeExp = 0;
_primaryAttribute = new Attribute[Enum.GetValues(typeof(AttributeName)).Length];
_vital = new Vital[Enum.GetValues(typeof(VitalName)).Length];
_skill = new Skill[Enum.GetValues(typeof(SkillName)).Length];
SetupPrimaryAttributes();
SetupVitals();
SetupSkills();
}
public string Name {
get{ return _name; }
set{ _name = value; }
}
public int Level {
get{ return _level; }
set{ _level = value; }
}
public uint FreeExp {
get{ return _freeExp; }
set{ _freeExp = value; }
}
public void AddExp(uint exp) {
_freeExp += exp;
CalculateLevel();
}
//take average of all of the players skills and assign that as the player level.
public void CalculateLevel() {
}
//
private void SetupPrimaryAttributes() {
for(int cnt = 0; cnt < _primaryAttribute.Length; cnt++) {
_primaryAttribute[ctn] = new Attribute();
}
}
private void SetupVitals() {
for(int cnt = 0; cnt < _vital.Length; cnt++) {
_vital[ctn] = new Vital();
}
}
private void SetupSkills() {
for(int cnt = 0; cnt < _skill.Length; cnt++) {
_skill[ctn] = new Skill();
}
}
public Attribute GetPrimaryAttribute(int index) {
return _primaryAttribute[index];
}
public Vital GetVital(int index) {
return _vital[index];
}
public Skill GetSkill(int index) {
return _skill[index];
}
private void SetupVitalModifiers() {
//health
GetVital((int)VitalName.Health).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .5f));
//energy
GetVital((int)VitalName.Energy).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), 1));
//mana
GetVital((int)VitalName.Mana).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), 1));
}
private void SetupSkillModifiers() {
//melee offence
GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Might), .33f));
GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));
//melee defence
GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .33f));
//magic offence
GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
//magic defence
GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
//ranged offence
GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
//ranged defence
GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));
}
public void StatUpdate() {
for(int cnt = 0; cnt < _vital.Length; cnt++)
_vital[cnt].Update();
for(int cnt = 0; cnt < _skill.Length; cnt++)
_skill[cnt].Update();
}
}
I'm new at coding all together and slapping my head, bleh!! D:
Answer by Eric5h5 · Dec 20, 2012 at 03:48 AM
The variable is "cnt" but you're referring to "ctn".
wow! headdesk I didn't even know where to look x.x Thank you!!