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Question by samaxi · Sep 02, 2013 at 07:34 PM · error-messagefunction updateno error1 frame

BCE0023 Error

The got this error...

BCE0023: No appropriate version of 'UnityEngine.Component.GetComponentInChildren' for the argument list '(Pistol)' was found.

...Error

I tried to Google it but couldn't find a fix. So I was wondering if I could find help by posting it as a question. Thank you.

MY CODE...

 var maximumHitPoints = 100.0;
 var hitPoints = 100.0;
 
 var bulletGUI : GUIText;
 var PistolGUI : GUIText;
 var healthGUI : GUITexture;
 
 var walkSounds : AudioClip[];
 var painLittle : AudioClip;
 var painBig : AudioClip;
 var die : AudioClip;
 var audioStepLength = 0.3;
 
 private var machineGun : MachineGun;
 private var Pistol : Pistol;
 private var healthGUIWidth = 0.0;
 private var gotHitTimer = -1.0;
 
 
 function Awake () {
     machineGun = GetComponentInChildren(MachineGun);
     Pistol = GetComponentInChildren(Pistol);
     
     PlayStepSounds();
 
     healthGUIWidth = healthGUI.pixelInset.width;
 }
 
 function ApplyDamage (damage : float) {
     if (hitPoints < 0.0)
         return;
 
     // Apply damage
     hitPoints -= damage;
 
     // Play pain sound when getting hit - but don't play so often
     if (Time.time > gotHitTimer && painBig && painLittle) {
         // Play a big pain sound
         if (hitPoints < maximumHitPoints * 0.2 || damage > 20) {
             audio.PlayOneShot(painBig, 1.0 / audio.volume);
             gotHitTimer = Time.time + Random.Range(painBig.length * 2, painBig.length * 3);
         } else {
             // Play a small pain sound
             audio.PlayOneShot(painLittle, 1.0 / audio.volume);
             gotHitTimer = Time.time + Random.Range(painLittle.length * 2, painLittle.length * 3);
         }
     }
 
     // Are we dead?
     if (hitPoints < 0.0)
         Die();
 }
 
 function Die () {
     if (die)
         AudioSource.PlayClipAtPoint(die, transform.position);
     
     // Disable all script behaviours (Essentially deactivating player control)
     var coms : Component[] = GetComponentsInChildren(MonoBehaviour);
     for (var b in coms) {
         var p : MonoBehaviour = b as MonoBehaviour;
         if (p)
             p.enabled = false;
     }
 
     Application.LoadLevel (1);
 }
 
 function LateUpdate () {
     // Update gui every frame
     // We do this in late update to make sure machine guns etc. were already executed
     UpdateGUI();
 }
 
 function PlayStepSounds () {
     var controller : CharacterController = GetComponent(CharacterController);
 
     while (true) {
         if (controller.isGrounded && controller.velocity.magnitude > 0.3) {
             audio.clip = walkSounds[Random.Range(0, walkSounds.length)];
             audio.Play();
             yield WaitForSeconds(audioStepLength);
         } else {
             yield;
         }
     }
 }
 
 
 function UpdateGUI () {
     // Update health gui
     // The health gui is rendered using a overlay texture which is scaled down based on health
     // - Calculate fraction of how much health we have left (0...1)
     var healthFraction = Mathf.Clamp01(hitPoints / maximumHitPoints);
 
     // - Adjust maximum pixel inset based on it
     healthGUI.pixelInset.xMax = healthGUI.pixelInset.xMin + healthGUIWidth * healthFraction;
 
     // Update machine gun gui
     // Machine gun gui is simply drawn with a bullet counter text
     if (machineGun) {
         bulletGUI.text = machineGun.GetBulletsLeft().ToString();
     }
     if (Pistol) {
         PistolGUI.text = Pistol.GetBulletsLeft1().ToString();
     }
 }
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Best Answer

Answer by DaveA · Sep 02, 2013 at 07:36 PM

Don't do this

private var Pistol : Pistol;

do this

private var pistol : Pistol;

so the compiler knows whether you mean the variable or the class.

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avatar image samaxi · Sep 02, 2013 at 07:41 PM 0
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O$$anonymous$$G Thank you SOOOOOO $$anonymous$$UCH!!!!!!! You saved my entire project THAN$$anonymous$$ YOU!!!

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