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Question by matteonite · Jul 04, 2012 at 10:25 PM · c#errortutorialrpgburgzergarcade

Error CS1503, Error CS1502

I have been following BurgZergArcade's tutorials and have been loving it but i have an error with the BaseCharacter Script(for about a week now), It has to do with my 'AttibuteName' it cannot convert object to int. Here are my errors(there are 48 of them, they repeat on a bunch of lines):

Assets/Scripts/Character Classes/BaseCharacter.cs(118,133): error CS0103: The name AttributeName' does not exist in the current context Assets/Scripts/Character Classes/BaseCharacter.cs(118,107): error CS1503: Argument #1' cannot convert object' expression to type int'

Assets/Scripts/Character Classes/BaseCharacter.cs(118,107): error CS1502: The best overloaded method match for `BaseCharacter.GetPrimaryAttribute(int)' has some invalid arguments

Here is my BaseChraracter Code(Attribute Class after it):

 using UnityEngine;
 using System.Collections;
 using System; //added to acess enum class
 using System.Collections.Generic;
 
 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 players skills and assign that as player level
  public void CalculateLevel(){
  
  }
  
  private void SetupPrimaryAttributes(){
  for(int cnt = 0; cnt < _primaryAttribute.Length; cnt++){
  _primaryAttribute[cnt] = new Attribute();
  } 
  }
  
  private void SetupVitals(){
  for(int cnt = 0; cnt < _vital.Length; cnt++){
  _primaryAttribute[cnt] = new Attribute();
  } 
  }
  
  private void SetupSkills(){
  for(int cnt = 0; cnt <_skill.Length; cnt++){
  _primaryAttribute[cnt] = new Attribute();
  } 
  } 
  
  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 { attribute = GetPrimaryAttribute((int) AttributeName.Constitution), ratio = 0.5f });
 
  //energy
  GetVital((int) VitalName.Energy).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Constitution), ratio = 1 });
  
  //mana
  GetVital((int) VitalName.Mana).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Willpower), ratio = 0.5f });
  }
  
  private void SetupSkillModifiers(){
  //melee_offence
  GetSkill((int) SkillName.Melee_Offence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Might), ratio = 0.33f });
  GetSkill((int) SkillName.Melee_Offence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Nimbleness), ratio = 0.33f });
  
  //melee _defence
  GetSkill((int) SkillName.Melee_Defence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Speed), ratio = 0.33f });
  GetSkill((int) SkillName.Melee_Defence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Constitution), ratio = 0.33f }); 
  
  //magic offence
  GetSkill((int) SkillName.Magic_Offence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Concentration), ratio = 0.33f });
  GetSkill((int) SkillName.Magic_Offence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Willpower), ratio = 0.33f });
  
  //magic defence
  GetSkill((int) SkillName.Magic_Defence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Concentration), ratio = 0.33f });
  GetSkill((int) SkillName.Magic_Defence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Willpower), ratio = 0.33f });
  
  //ranged offence
  GetSkill((int) SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Concentration), ratio = 0.33f });
  GetSkill((int) SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Speed), ratio = 0.33f });
  
  //ranged defence
  GetSkill((int) SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.Speed), ratio = 0.33f });
  GetSkill((int) SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute { attribute = GetPrimaryAttribute((int) AttributeName.NimbleNess), ratio = 0.33f });
  
  
  }
  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(); 
  
  } 
 }

And here is my Attribute Class: public class Attribute : BaseStat {

        public Attribute(){
        ExpToLevel = 50;
        LevelModifier = 1.05f;
     } 
    public enum AttributeName{
         Might,
         Constitution,
         Nimbleness,
         Speed,
         Concentration,
         Willpower,
         Charisma
     }
 }



Please Help With my error (any help is much appreciated) I have had it for about a week now and it is killing me, if you need more info let me know thank you.

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Answer by Wolfram · Jul 05, 2012 at 02:00 AM

As your AttributeName enum is encapsulated in the class Attribute, you need to access it using Attribute.AttributeName.Something, not just AttributeName.Something.

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