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This question was closed Aug 26, 2014 at 01:12 PM by Landern for the following reason:

Other - Finish one question because posting modifications to the same script as different questions.

avatar image
0
Question by Sassieee · Aug 26, 2014 at 12:45 PM · errorunexpected-symbol

4 errors in 1 script. Unexpected symbols and more, help please?

alt text

I know it's a long script, but please can somebody help me? I'm struggling with these problems for over three weeks :( And I don't know how to solve it... Please :)

 using System.Collections;
 using UnityEngine;
 
 //List of all the posible gamestates
 public enum GameState
 {
     NotStarted,
     Playing,
     Completed,
     Failed
 }
 
 //Make sure there is always an AudioSource component on the GameObject where this script is added.
 [RequireComponent(typeof(AudioSource))]
 public class GameManager : MonoBehaviour
 {
     //Text element to display certain messages on
     public GUIText FeedbackText;
     
     //Text to be displayed when entering one of the gamestates
     public string GameNotStartedText;
     public string GameCompletedText;
     public string GameFailedText;
     
     //Sounds to be played when entering one of the gamestates
     public AudioClip StartSound;
     public AudioClip FailedSound;
     
     private GameState currentState = GameState.NotStarted;
     //All the blocks found in this level, to keep track of how many are left
     private Block[] allBlocks;
     private Ball[] allBalls;
     
     // Use this for initialization
     void Start()
     {
         //Find all the blocks in this scene
         allBlocks = FindObjectsOfType(typeof(Block)) as Block[];
         
         //Find all the balls in this scene
         allBalls = FindObjectsOfType(typeof(Ball)) as Ball[];
         
         //Prepare the start of the level
         SwitchTo(GameState.NotStarted);
     }
     
     // Update is called once per frame
     void Update()
     {
         switch (currentState)
         {
         case GameState.NotStarted:
             //Check if the player taps/clicks.
             if (Input.GetMouseButtonDown(0))    //Note: on mobile this will translate to the first touch/finger so perfectly multiplatform!
             {
                 for (int i = 0; i < allBalls.Length; i++)
                     allBalls[i].Launch();
                 
                 SwitchTo(GameState.Playing);
             }
             break;
         case GameState.Playing:
         {
             bool allBlocksDestroyed = true;
             
             //Check if all blocks have been destroyed
             for (int i = 0; i < allBlocks.Length; i++)
             {
                 if (!allBlocks[i].BlockIsDestroyed)
                 {
                     allBlocksDestroyed = false;
                     break;
                 }
             }
             
             //Are there no balls left?
             if (FindObjectOfType(typeof(Ball)) == null)
                 SwitchTo(GameState.Failed);
             
             if (allBlocksDestroyed)
                 SwitchTo(GameState.Completed);
 
             switch (currentState)
             
             
                 if(GameState.Failed){
                 Application.LoadLevel("Menu")}
                 if(GameState.Completed){
                 Application.LoadLevel("Level 2")}
                 
                         
                         //Check if the player taps/clicks.
                         if (Input.GetMouseButtonDown(0))    //Note: on mobile this will translate to the first touch/finger so perfectly multiplatform!
                             Restart()
                                 break;
                 }
         }
             
             //Do the appropriate actions when changing the gamestate
             public void SwitchTo(GameState newState){
             }
     
                 currentState = newState;
                 
             switch (currentState){
 
             default:
             case GameState.NotStarted:
             DisplayText(GameNotStartedText);
             break;
             case GameState.Playing:
             audio.PlayOneShot(StartSound);
             DisplayText("");
             break;
             case GameState.Completed:
             audio.PlayOneShot(StartSound);
             DisplayText(GameCompletedText);
             StartCoroutine(RestartAfter(StartSound.length));
             break;
             case GameState.Failed:
             audio.PlayOneShot(FailedSound);
             DisplayText(GameFailedText);
             StartCoroutine(RestartAfter(FailedSound.length));
             break;
         }
             
             //Helper to display some text
             private void DisplayText(string text){
             }
         {
             FeedbackText.text = text;
         }
             
             //Coroutine which waits and then restarts the level
             //Note: You need to call this method with StartRoutine(RestartAfter(seconds)) else it won't restart
             private IEnumerator RestartAfter(float seconds){
                 {
                     yield return new WaitForSeconds(seconds);
                     
                     Restart();
                 }
                 
                 //Helper to restart the level
                 private void Restart()
                 {
                     Application.LoadLevel(0);
                 }
             }
schermafdruk 2014-08-26 11.58.13.png (68.5 kB)
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avatar image Landern · Aug 26, 2014 at 01:10 PM 1
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go back to : http://answers.unity3d.com/questions/778811/2-errors-but-i-dont-know-exactly-including-picture.html

i told you by your code now to fix your issues.

besides the modifications you made, using an if on an enum like that with no comparison, you're creating a nightmare for yourself. $$anonymous$$nock it off and let one of your posts be answered before completely dorking up your code because you're trying to get it to work. As explained in the above linked post, you needed two modifications to get your script in line... :(

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