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