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Question by matteonite · Jul 03, 2012 at 08:41 PM · c#errortutorialcs0103burgzergarcade

error CS0103: The name `AttributeName' does not exist in the current context

I have been following BurgZergArcade's tutorials and have been loving it but i have an error with the BaseCharacter Script Here is my error:

Assets/Scripts/Character Classes/BaseCharacter.cs(118,133): error CS0103: The name `AttributeName' does not exist in the current context

Here is my BaseChraracter Code:

 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(); 
  
  } 
 }


Please Help With my error thank you.

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avatar image matteonite · Jul 04, 2012 at 01:58 PM 0
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Thanks for all the help everyone... now i cant continue burgzergarcade!!

avatar image matteonite · Jul 04, 2012 at 01:59 PM 0
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oh and i am sorry the text wont format for some reason

avatar image Drakestar · Jul 04, 2012 at 03:06 PM 0
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Nobody is going to wade through a sea of improperly formatted, barely readable code. Get it formatted correctly, and specifically point out the code (in lines 118 and 133) that the compiler is complaining about.

avatar image Drakestar · Jul 04, 2012 at 03:08 PM 0
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And, just to reiterate the importance of proper formatting, the error code CS0103 usually points to incorrect scoping of a variable, probably due to a bracket.

avatar image whydoidoit · Jul 04, 2012 at 05:46 PM 0
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@matteonite I have formatted your code for you - click the ? next to the text entry to see the various methods of formatting your post. Basically either indent it 4 spaces or 1 tab before you post it or highlight it and click the code button.

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