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1
Question by Matt Chapman · May 09, 2011 at 12:53 AM · syntax-errorcs0103cs1502cs1503

Script compile errors with following hack & slash tutorial

I have following the Berzerg hack & slash tutorials, (think they're very informative for beginners like me), but I've come across errors that I can't seem to fix. I've been through the videos a couple of times but can't find the problem, can anyone help? Here's my Base Character class script:

using UnityEngine; using System.Collections; using System; //added to access the enum class

public class BaseCharacter : MonoBehaviour { private string _name; private int _level; private uint _freeExp;

private Attribute[] _primaryAttribute; private Vital[] _vital; private Skill[] _skill;

public void Awake() { _name = string.Empty; _level = 0; _freeExp = 0;

 _primaryAttribute = new Attribute[Enum.GetValues(typeof(AttributeName)).Length];
 _vital = new Vital[Enum.GetValues(typeof(VitalName)).Length];
 _skill = new Skill[Enum.GetValues(typeof(SkillName)).Length];

 SetupPrimaryAttributes();
 SetupVitals();
 SetupSkills();

}

public string Name { get{ return _name; } set{ _name = value; } }

public int Level { get{ return _level; } set{ _level = value; } }

public uint FreeExp { get{ return _freeExp; } set{ _freeExp = value; } }

public void AddExp(uint exp) { _freeExp += exp;

 CalculateLevel();

} //take avg of all of the players skills and assign that on the player level public void CalculateLevel() {

}

private void SetupPrimaryAttributes() { for(int cnt = 0; cnt < _primaryAttribute.Length; cnt++) { _primaryAttribute[cnt] = new Attribute(); } }

private void SetupVitals() { for(int cnt = 0; cnt < _vital.Length; cnt++) { _vital[cnt] = new Vital(); }

}

private void SetupSkills() {
    for(int cnt = 0; cnt < _skill.Length; cnt++) {
        _skill[cnt] = new Skill();
}

}

public Attribute GetPrimaryAttribute(int index) { return _primaryAttribute[index]; }

public Vital GetVital(int index) { return _vital[index]; }

public Skill GetSkill(int index) { return _skill[index]; }

private void SetupVitalModifiers() { //health GetVital((int)VitalName.Health).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .5f));

 //energy
 GetVital((int)VitalName.Energy).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), 1));

 //mana
 GetVital((int)VitalName.Mana).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), 1));

}

private void SetupSkillModifiers() { //melee offence GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Might), .33f)); GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f)); //melee defence GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f)); GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .33f)); //magic offence GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f)); GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f)); //magic defence GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f)); GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f)); //ranged offence GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f)); GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f)); //ranged defence GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f)); GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f)); }

public void StatUpdate() { for(int cnt = 0; cnt < _vital.Length; cnt++) _vital[cnt].Update();

 for(int cnt = 0; cnt &lt;_skill.Length; cnt++)
 _skill[cnt].Update();

}

}

errors:

cs0103 'SkillName' does not exist in the current context. cs1502 The best overloaded method match for 'BaseCharacter.GetSkill(int)' has some invalid arguments. cs1503 Argument '#1' cannot convert 'object' expression to type 'int'.

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Answer by 5seaton4 · May 09, 2011 at 01:49 AM

my guess is you spelt SkillName wrong go back to your other script and take a look.

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Answer by MacMac098 · Jul 02, 2011 at 10:13 PM

using UnityEngine; using System.Collections; using System;

public class BaseCharacter : MonoBehaviour { private string _name; private int _level; private uint _freeExp;

 private Attribute[] _primaryAttibute;
 private Vital[] _vital;
 private Skill[] _skill;
 
 public void Awake(){
     _name = string.Empty;
     _level = 0;
     _freeExp = 0;
     
     _primaryAttibute = new Attribute[Enum.GetValues(typeof(AttributeName)).Length];
     _vital = new Vital[Enum.GetValues(typeof(VitalName)).Length];
     _skill = new Skill[Enum.GetValues(typeof(SkillName)).Length];
 
     SetupPrimaryAttributes();
     SetupVitals();
     SetupSkills();
 }
 
 public string Name {
     get{ return _name; }
     set{ _name = value;}
 }
 public int Level {
     get{ return _level; }
     set{ _level = value;}
 }
 public uint FreeExp {
     get{ return _freeExp; }
     set{ _freeExp = value;}
 }
 
 public void AddExp(uint exp) {
     _freeExp += exp;
     
     CalculateLevel();
 }
 
 
 
 public void CalculateLevel(){
 }
     
 
 private void SetupPrimaryAttributes() {
      for(int cnt = 0; cnt <_primaryAttibute.Length; cnt++){
         _primaryAttibute[cnt] = new Attribute();
         _primaryAttibute[cnt].Name = ((AttributeName)cnt).ToString();
     }    
 }
 private void SetupVitals() {
          for(int cnt = 0; cnt <_vital.Length; cnt++)
         _vital[cnt] = new Vital();
         
     SetVitalModifiers();    
 }
 private  void SetupSkills() {
          for(int cnt = 0; cnt <_skill.Length; cnt++)
         _skill[cnt] = new Skill();
         
     SetupSkillModifiers();    
 }
 public Attribute GetPrimaryAttribute(int index) {
     return _primaryAttibute[index];
 }
 public Vital GetVital(int index) {
     return _vital[index];
 }
 public Skill GetSkill(int index) {
     return _skill[index];
 }
 
 private void SetVitalModifiers(){
     //health
     
     GetVital((int)VitalName.Health).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .5f));
     
     //energy
     
     GetVital((int)VitalName.Energy).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), 1));
     //mana
     
     GetVital((int)VitalName.Mana).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), 1));
 }
 
 private void SetupSkillModifiers(){
     
     GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Might), .33f));
     GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));
     
     GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
     GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .33f));
     
     GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
     GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));    
     
     GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .33f));
     GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
     
     GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
     GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
     
     GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
     GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));
 }
 
 public void StatUpdate() {
     for(int cnt = 0; cnt < _vital.Length; cnt++)
         _vital[cnt].Update();
     
     for(int cnt =0;cnt < _skill.Length; cnt++)
         _skill[cnt].Update();
 }

}

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