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              This question was 
             closed Nov 09, 2014 at 06:34 PM by 
             Graham-Dunnett for the following reason: 
             
 
            Duplicate Question - http://answers.unity3d.com/questions/topics/cs8025.html
 
               Question by 
               KronoZ · Nov 09, 2014 at 06:33 PM · 
                parsing errorcs8025  
              
 
              Parser Error
I am getting a error which is : PlayerCamer.cs (6,36): error cs8025 Parsing Error
Script:
using UnityEngine; using System.Collections;
using Helper;
public class ThirdPersonController ;
{
 void LateUpdate()
 #region Try
 viewFrustum = DebugDraw.CalculateViewFrustum(camera, ref nearClipDimensions);
 // Pull values from controller/keyboard
 float rightX = Input.GetAxis("RightStickX");
 float rightY = Input.GetAxis("RightStickY");
 float leftX = Input.GetAxis("Horizontal");
 float leftY = Input.GetAxis("Vertical");
 float mouseWheel = Input.GetAxis("Mouse ScrollWheel");
 float mouseWheelScaled = mouseWheel * mouseWheelSensitivity;
 float leftTrigger = Input.GetAxis("Target");
 bool bButtonPressed = Input.GetButton("ExitFPV");
 bool qKeyDown = Input.GetKey(KeyCode.Q);
 bool eKeyDown = Input.GetKey(KeyCode.E);
 bool lShiftKeyDown = Input.GetKey(KeyCode.LeftShift);
 // Abstraction to set right Y when using mouse
 if (mouseWheel != 0)
 {
     rightY = mouseWheelScaled;
 }
 if (qKeyDown)
 {
     rightX = 1;
 }
 if (eKeyDown)
 {
     rightX = -1;
 }
 if (lShiftKeyDown)
 {
     leftTrigger = 1;
 }
 characterOffset = followXform.position + (distanceUp * followXform.up);
 Vector3 lookAt = characterOffset;
 targetPosition = Vector3.zero;
 // Determine camera state
 // * Targeting *
 if (leftTrigger > TARGETING_THRESHOLD)
 {
     barEffect.coverage = Mathf.SmoothStep(barEffect.coverage, widescreen, targetingTime);
     camState = CamStates.Target;
 }
 else
 {
     barEffect.coverage = Mathf.SmoothStep(barEffect.coverage, 0f, targetingTime);
     // * First Person *
     if (rightY > firstPersonThreshold && camState != CamStates.Free && !follow.IsInLocomotion())
     {
         // Reset look before entering the first person mode
         xAxisRot = 0;
         lookWeight = 0f;
         camState = CamStates.FirstPerson;
     }
     // * Free *
     if ((rightY < freeThreshold || mouseWheel < 0f) && System.Math.Round(follow.Speed, 2) == 0)
     {
         camState = CamStates.Free;
         savedRigToGoal = Vector3.zero;
     }
     // * Behind the back *
     if ((camState == CamStates.FirstPerson && bButtonPressed) ||
         (camState == CamStates.Target && leftTrigger <= TARGETING_THRESHOLD))
     {
         camState = CamStates.Behind;
     }
 }
 // Set the Look At Weight - amount to use look at IK vs using the head's animation
 follow.Animator.SetLookAtWeight(lookWeight);
 // Execute camera state
 switch (camState)
 {
 case CamStates.Behind:
     ResetCamera();
     // Only update camera look direction if moving
     if (follow.Speed > follow.LocomotionThreshold && follow.IsInLocomotion() && !follow.IsInPivot())
     {
         lookDir = Vector3.Lerp(followXform.right * (leftX < 0 ? 1f : -1f), followXform.forward * (leftY < 0 ? -1f : 1f), Mathf.Abs(Vector3.Dot(this.transform.forward, followXform.forward)));
         Debug.DrawRay(this.transform.position, lookDir, Color.white);
         // Calculate direction from camera to player, kill Y, and normalize to give a valid direction with unit magnitude
         curLookDir = Vector3.Normalize(characterOffset - this.transform.position);
         curLookDir.y = 0;
         Debug.DrawRay(this.transform.position, curLookDir, Color.green);
         // Damping makes it so we don't update targetPosition while pivoting; camera shouldn't rotate around player
         curLookDir = Vector3.SmoothDamp(curLookDir, lookDir, ref velocityLookDir, lookDirDampTime);
     }
     targetPosition = characterOffset + followXform.up * distanceUp - Vector3.Normalize(curLookDir) * distanceAway;
     Debug.DrawLine(followXform.position, targetPosition, Color.magenta);
     break;
 case CamStates.Target:
     ResetCamera();
     lookDir = followXform.forward;
     curLookDir = followXform.forward;
     targetPosition = characterOffset + followXform.up * distanceUp - lookDir * distanceAway;
     break;
 case CamStates.FirstPerson:
     // Looking up and down
     // Calculate the amount of rotation and apply to the firstPersonCamPos GameObject
     xAxisRot += (leftY * 0.5f * firstPersonLookSpeed);
     xAxisRot = Mathf.Clamp(xAxisRot, firstPersonXAxisClamp.x, firstPersonXAxisClamp.y);
     firstPersonCamPos.XForm.localRotation = Quaternion.Euler(xAxisRot, 0, 0);
     // Superimpose firstPersonCamPos GameObject's rotation on camera
     Quaternion rotationShift = Quaternion.FromToRotation(this.transform.forward, firstPersonCamPos.XForm.forward);
     this.transform.rotation = rotationShift * this.transform.rotation;
     // Move character model's head
     follow.Animator.SetLookAtPosition(firstPersonCamPos.XForm.position + firstPersonCamPos.XForm.forward);
     lookWeight = Mathf.Lerp(lookWeight, 1.0f, Time.deltaTime * firstPersonLookSpeed);
     // Looking left and right
     // Similarly to how character is rotated while in locomotion, use Quaternion * to add rotation to character
     Vector3 rotationAmount = Vector3.Lerp(Vector3.zero, new Vector3(0f, fPSRotationDegreePerSecond * (leftX < 0f ? -1f : 1f), 0f), Mathf.Abs(leftX));
     Quaternion deltaRotation = Quaternion.Euler(rotationAmount * Time.deltaTime);
     follow.transform.rotation = (follow.transform.rotation * deltaRotation);
     // Move camera to firstPersonCamPos
     targetPosition = firstPersonCamPos.XForm.position;
     // Smoothly transition look direction towards firstPersonCamPos when entering first person mode
     lookAt = Vector3.Lerp(targetPosition + followXform.forward, this.transform.position + this.transform.forward, camSmoothDampTime * Time.deltaTime);
     Debug.DrawRay(Vector3.zero, lookAt, Color.black);
     Debug.DrawRay(Vector3.zero, targetPosition + followXform.forward, Color.white);
     Debug.DrawRay(Vector3.zero, firstPersonCamPos.XForm.position + firstPersonCamPos.XForm.forward, Color.cyan);
     // Choose lookAt target based on distance
     lookAt = (Vector3.Lerp(this.transform.position + this.transform.forward, lookAt, Vector3.Distance(this.transform.position, firstPersonCamPos.XForm.position)));
     break;
 case CamStates.Free:
     lookWeight = Mathf.Lerp(lookWeight, 0.0f, Time.deltaTime * firstPersonLookSpeed);
     Vector3 rigToGoal = characterOffset - cameraXform.position;
     rigToGoal.y = 0f;
     Debug.DrawRay(cameraXform.transform.position, rigToGoal, Color.red);
     // Panning in and out
     // If statement works for positive values; don't tween if stick not increasing in either direction; also don't tween if user is rotating
     // Checked against rightStickThreshold because very small values for rightY mess up the Lerp function
     if (rightY < lastStickMin && rightY < -1f * rightStickThreshold && rightY <= rightStickPrevFrame.y && Mathf.Abs(rightX) < rightStickThreshold)
     {
         // Zooming out
         distanceUpFree = Mathf.Lerp(distanceUp, distanceUp * distanceUpMultiplier, Mathf.Abs(rightY));
         distanceAwayFree = Mathf.Lerp(distanceAway, distanceAway * distanceAwayMultipler, Mathf.Abs(rightY));
         targetPosition = characterOffset + followXform.up * distanceUpFree - RigToGoalDirection * distanceAwayFree;
         lastStickMin = rightY;
     }
     else if (rightY > rightStickThreshold && rightY >= rightStickPrevFrame.y && Mathf.Abs(rightX) < rightStickThreshold)
     {
         // Zooming in
         // Subtract height of camera from height of player to find Y distance
         distanceUpFree = Mathf.Lerp(Mathf.Abs(transform.position.y - characterOffset.y), camMinDistFromChar.y, rightY);
         // Use magnitude function to find X distance
         distanceAwayFree = Mathf.Lerp(rigToGoal.magnitude, camMinDistFromChar.x, rightY);
         targetPosition = characterOffset + followXform.up * distanceUpFree - RigToGoalDirection * distanceAwayFree;
         lastStickMin = float.PositiveInfinity;
     }
     // Store direction only if right stick inactive
     if (rightX != 0 || rightY != 0)
     {
         savedRigToGoal = RigToGoalDirection;
     }
     // Rotating around character
     cameraXform.RotateAround(characterOffset, followXform.up, freeRotationDegreePerSecond * (Mathf.Abs(rightX) > rightStickThreshold ? rightX : 0f));
     // Still need to track camera behind player even if they aren't using the right stick; achieve this by saving distanceAwayFree every frame
     if (targetPosition == Vector3.zero)
     {
         targetPosition = characterOffset + followXform.up * distanceUpFree - savedRigToGoal * distanceAwayFree;
     }
     break;
 }
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