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This question was closed Jun 23, 2014 at 11:29 AM by meat5000 for the following reason:

The question is answered, right answer was accepted

avatar image
0
Question by Prasanna · Jun 23, 2014 at 09:56 AM · c#javascriptconverting

Converting Code Problem

Hello there i saw some movement code in internet, its actually in Java Script i need to convert into C# Script. I tried but some error is there..

Here is Original Code Doesn't have any errors

 var smooth:int;
 var clickeffect:GameObject ;
 var targetposition:Vector3;
 var speed:int;
 
 function Update()
 {
 if(Input.GetKeyDown(KeyCode.Mouse0))
 {
 smooth = 25;
 var playerplane = new Plane(Vector3.up, transform.position);
 var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 var hitdist = 0.0f;
 if(playerplane.raycast(ray, hitdist))
 {
 var targetpoint = ray.getpoint(hitdist);
 targetposition = ray.getpoint(hitdist);
 var targetrotation = Quaternion.LookRotation(targetpoint - transform.position);
 transform.rotation = targetrotation;
 }
 }
 
 var dir:Vector3 = targetposition - transform.position;
 var dist:float  = dir.magnitude;
 var move:float = speed * Time.deltaTime;
 if(dist > move)
 {
 transform.position += dir.normalized * move;
 Instantiate(clickeffect, targetposition, Quaternion.identity);
 }
 else 
 {
 transform.position = targetposition;
 }
 transform.position += (targetposition - transform.position).normalized * speed * Time.deltaTime;
 }

Here is my Code(after Converted)

 using UnityEngine;
 using System.Collections;
 
 public class Move : MonoBehaviour 
 {
     public int smooth;
     public GameObject clickeffect;
     private Vector3 targetposition;
     public float speed = 60.0f;
 
     void Start()
     {
         targetposition = transform.position;
     }
 
     void Update()
     {
         if(Input.GetKeyDown (KeyCode.Mouse0))
         {
             smooth = 25;
             Plane playerplane = new Plane(Vector3.up, transform.position);
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             float hitdist = 0.0f;
             if(playerplane.Raycast(ray, hitdist))
             {
                 Ray targetpoint = ray.GetPoint(hitdist);
                 targetposition = ray.GetPoint(hitdist);
                 Quaternion targetrotation = Quaternion.LookRotation(targetpoint - transform.position);
                 transform.rotation = targetrotation;
             }
         }
         Vector3 dir = targetposition - transform.position;
         float dist = dir.magnitude;
         float move = speed * Time.deltaTime;
         if(dist > move)
         {
             transform.position +=  * move;
             Instantiate(clickeffect, targetposition, Quaternion.identity);
         }
         else 
         {
             transform.position = targetposition;
         }
         transform.position += (targetposition - transform.position).normalized * speed * time.deltatime;
     }
 }


-Prasanna

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Answer by Nerevar · Jun 23, 2014 at 10:06 AM

here : using UnityEngine; using System.Collections;

 public class Move : MonoBehaviour 
 {
     public int smooth;
     public GameObject clickeffect;
     private Vector3 targetposition;
     public float speed = 60.0f;
  
     void Start()
     {
         targetposition = transform.position;
     }
  
     void Update()
     {
         if(Input.GetKeyDown (KeyCode.Mouse0))
         {
             smooth = 25;
             Plane playerplane = new Plane(Vector3.up, transform.position);
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             float hitdist = 0.0f;
             if(playerplane.Raycast( ray, out hitdist))
             {
                 Vector3 targetpoint = ray.GetPoint(hitdist);
                 targetposition = ray.GetPoint(hitdist);
                 Quaternion targetrotation = Quaternion.LookRotation(targetpoint - transform.position);
                 transform.rotation = targetrotation;
             }
         }
         Vector3 dir = targetposition - transform.position;
         float dist = dir.magnitude;
         float move = speed * Time.deltaTime;
         if(dist > move)
         {
             transform.position += dir.normalized * move;
             Instantiate(clickeffect, targetposition, Quaternion.identity);
         }
         else 
         {
             transform.position = targetposition;
         }
         transform.position += (targetposition - transform.position).normalized * speed * Time.deltaTime;
     }
 }

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avatar image Prasanna · Jun 23, 2014 at 11:04 AM 0
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@ Nerevar, thanks for your code. Its working fine, can you explain me Please?

avatar image meat5000 ♦ · Jun 23, 2014 at 11:16 AM 0
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Please accept the answer and give a +1 for his kind efforts :)

avatar image Prasanna · Jun 23, 2014 at 11:17 AM 0
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Sorry Forget that...

avatar image Nerevar · Jun 23, 2014 at 11:41 AM 0
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You declared a wrong type variable line 29 You had forgotten to write dir.normalized at line 34 and you miss orthographed Time.deltaTime at the end

I just corrected regarding the code errors I saw in the console :p

avatar image Prasanna · Jun 23, 2014 at 12:24 PM 0
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Thanks for your that. -Prasanna

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