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Question by Sassieee · Aug 24, 2014 at 08:02 PM · errorcompiler error

Internal compiler error during parsing, Run with -v for details (101,25)

 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)
     
             case (GameState.Failed){
                 Application.LoadLevel("Menu")
             case (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);
     }
         }
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avatar image Sassieee · Aug 25, 2014 at 08:38 AM 0
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I don't know what to do... ?

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Answer by HarshadK · Aug 25, 2014 at 09:02 AM

The code for switch() and related code from line 102 to 123 is not present in any function. It is just an orphan.

Plus you have a closing bracket at line 103 which should be removed.

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