Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by headshotmw0 · Jul 24, 2013 at 10:42 AM · 3d

Parsign error?

using UnityEngine; using System.Collections;

public class Spawn : MonoBehaviour {

 //Variables Start___________________________________
 

//Used to determine if the palyer needs to spawn into //the game.

private bool justConnectedToServer = false;

//Used to determine which team the player is on.

public bool amIOnTheRedTeam = false;

public bool amIOnTheBlueTeam = false;

//Used to define the JoinTeamWindow.

private Rect joinTeamRect;

private Rect respawnRect;

private string joinTeamWindowTitle = "Scegli il Gruppo";

private string respawnWindowTitle = "Aspetta per respawnare";

private string respawn = "Aspetta per respawnare";

private int joinTeamWindowWidth = 330;

private int joinTeamWindowHeight = 100;

private int joinTeamLeftIndent;

private int joinTeamTopIndent;

private int respawnLeftIndent;

private int respawnTopIndent;

private int buttonHeight = 40;

public string playerName;

private GameObject multiplayerManager;

private MultiplayerScript multiScript;

public int waitTime = 5;

//The Player prefabs are connected to these in the //inspector

public Transform redTeamPlayer;

public Transform blueTeamPlayer;

private int redTeamGroup = 0;

private int blueTeamGroup = 1;

//Used to capture spawn points.

private GameObject[] redSpawnPoints;

private GameObject[] blueSpawnPoints;

//Used in determining whether the player is destroyed.

public bool iAmDestroyed = false;

//Used in determining if the player has spawned for the //first time.

public bool firstSpawn = false;

//This is used in allowing the player to select a team again //if the match has restarted.

public bool matchRestart = false;

//Variables End_

// Use this for initialization void Start () { // PlayerDatabase dataScript = gameManager.GetComponent();

}

// Update is called once per frame void Update () {

}

void OnConnectedToServer () { justConnectedToServer = true;
}

void JoinTeamWindow (int windowID) {
//Only show these two buttons when the player has just connected to //the server or if the match has restarted. They allow the player //choose a team and spawn into the game.

 if(justConnectedToServer == true || matchRestart == true)
 {
    //If the player clicks on the Join Red Team button then
    //assign them to the red team and spawn them into the game.
 
    if(GUILayout.Button("Entra nel gruppo rosso", GUILayout.Height(buttonHeight)))
    {
      amIOnTheRedTeam = true;
 
      justConnectedToServer = false;
 
      matchRestart = false;
 
      iAmDestroyed = false;
 
      SpawnRedTeamPlayer();
 
      firstSpawn = true;
    }
 
 
    //If the player clicks on the Join Blue Team button then
    //assign them to the blue team and spawn them into the game.
 
    if(GUILayout.Button("Entra nel gruppo blu", GUILayout.Height(buttonHeight)))
    {
      amIOnTheBlueTeam = true;
 
      justConnectedToServer = false;
 
      matchRestart = false;
 
      iAmDestroyed = false;
 
      SpawnBlueTeamPlayer();
 
      firstSpawn = true;
    }
 }
 

}

void respawnWindow (int windowID) { if(iAmDestroyed == true && amIOnTheBlueTeam == true) { StartCoroutine(RespawnBlue()); }

 if(iAmDestroyed == true && amIOnTheRedTeam == true)
 {  
 StartCoroutine(RespawnRed());
 }
 

}

void OnGUI() { //If the player has just connected to the server then draw the //Join Team window.

 if(justConnectedToServer == true || matchRestart == true
    && Network.isClient)
 {  
 
    Screen.lockCursor = false;
 
    joinTeamLeftIndent = Screen.width / 2 - joinTeamWindowWidth / 2;
 
    joinTeamTopIndent = Screen.height / 2 - joinTeamWindowHeight / 2;
 
    joinTeamRect = new Rect(joinTeamLeftIndent, joinTeamTopIndent,
                            joinTeamWindowWidth, joinTeamWindowHeight);
 
    joinTeamRect = GUILayout.Window(0, joinTeamRect, JoinTeamWindow,
                                    joinTeamWindowTitle);
 
 }
 
 if(iAmDestroyed == true)
 {
    joinTeamLeftIndent = Screen.width / 2 - joinTeamWindowWidth / 2;
 
    joinTeamTopIndent = Screen.height / 2 - joinTeamWindowHeight / 2;
 
    joinTeamRect = new Rect(joinTeamLeftIndent, joinTeamTopIndent,
                            joinTeamWindowWidth, joinTeamWindowHeight);
 
    joinTeamRect = GUILayout.Window(0, joinTeamRect, respawnWindow,
                                    joinTeamWindowTitle);
 
    GUILayout.Box("Aspetta per respawnare");
 }
 
 

}

void SpawnRedTeamPlayer () { //Find all red spawn points and place a reference to them in the array //redSpawnPoints.

 iAmDestroyed = false;
 
 redSpawnPoints = GameObject.FindGameObjectsWithTag("SpawnRossoGruppo");
 
 
 //Randomly select one of those spawn points.
 
 GameObject randomRedSpawn = redSpawnPoints[Random.Range(0, redSpawnPoints.Length)];
 
 
 //Instantiate the player at the randomly selected spawn point.
 
 Network.Instantiate(redTeamPlayer, randomRedSpawn.transform.position,
                     randomRedSpawn.transform.rotation, redTeamGroup);
 
 if(firstSpawn != true)
    {
    playerName = "GiocatoreRosso";
    }
 
 //Access the PlayerDatabase and supply it with the team that this player
 //has joined.
 
 GameObject gameManager = GameObject.Find("GameManager");
 
 PlayerDatabase dataScript = gameManager.GetComponent();
 
 dataScript.joinedTeam = true;
 
 dataScript.playerTeam = "red";
 
 iAmDestroyed = false;

}

void SpawnBlueTeamPlayer () { //Find all blue spawn points and place a reference to them in the array //blueSpawnPoints.

 blueSpawnPoints = GameObject.FindGameObjectsWithTag("SpawnBluGruppo");
 
 
 //Randomly select one of those spawn points.
 
 GameObject randomBlueSpawn = blueSpawnPoints[Random.Range(0, blueSpawnPoints.Length)];
 
 
 //Instantiate the player at the randomly selected spawn point.
 
 Network.Instantiate(blueTeamPlayer, randomBlueSpawn.transform.position,
                     randomBlueSpawn.transform.rotation, blueTeamGroup);
 
 if(firstSpawn != true)
    {
    playerName = "PlayerBlue";
    }
 
 //Access the PlayerDatabase and supply it with the team that this player
 //has joined.
 
 GameObject gameManager = GameObject.Find("GameManager");
 
 PlayerDatabase dataScript = gameManager.GetComponent();
 
 dataScript.joinedTeam = true;
 
 dataScript.playerTeam = "blue";
 
 iAmDestroyed = false;

}

IEnumerator RespawnBlue () { yield return new WaitForSeconds (waitTime);

 iAmDestroyed = false;
 SpawnBlueTeamPlayer();

}

IEnumerator RespawnRed () { yield return new WaitForSeconds (waitTime);

 iAmDestroyed = false;
 SpawnRedTeamPlayer();

}

Unity say me that the last parsign is wrong, why?

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image CHPedersen · Jul 24, 2013 at 10:46 AM 1
Share

This question needs some rework. You're (probably) posting a lot more code than is core to the problem, and the code is unreadable because it isn't formatted properly.

avatar image headshotmw0 · Jul 24, 2013 at 11:29 AM 0
Share

read only the last part

avatar image CHPedersen · Jul 24, 2013 at 11:33 AM 0
Share

No. If only the last part is relevant, then edit your question to only contain that.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Dimling · Jul 24, 2013 at 12:02 PM

you are missing one of those: } at the bottom, I think.

  //skipped all the code above this section.....
 IEnumerator RespawnRed () { 
     yield return new WaitForSeconds (waitTime);
     iAmDestroyed = false;
     SpawnRedTeamPlayer();
   }
 }
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image headshotmw0 · Jul 24, 2013 at 12:07 PM 0
Share

there aren't change =(

avatar image Dimling · Jul 24, 2013 at 12:19 PM 0
Share

$$anonymous$$ake sure your filename is the same as your class name and then indent your script properly so you can read it more easily and it's much easier to spot errors. This error is usually brackets error somewhere in your code. One to much or little somewhere.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

A node in a childnode? 1 Answer

Situational GUI / GUI on mouse over? 4 Answers

help unity3d javascript 1 Answer

Creating a 3D simulator 1 Answer

3rd Person Control for Android? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges