- Home /
C# Parsing Error
Hi There I get the parsing error for this code using UnityEngine; using System.Collections; using System.Collections.Generic; [AddComponentMenu("Camera-Control/Smooth Mouse Look")] public class SmoothMouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationX = 0F;
float rotationY = 0F;
private List<float> rotArrayX = new List<float>();
float rotAverageX = 0F;
private List<float> rotArrayY = new List<float>();
float rotAverageY = 0F;
public float frameCounter = 20;
Quaternion originalRotation;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
//Resets the average rotation
rotAverageY = 0f;
rotAverageX = 0f;
//Gets rotational input from the mouse
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
//Adds the rotation values to their relative array
rotArrayY.Add(rotationY);
rotArrayX.Add(rotationX);
//If the arrays length is bigger or equal to the value of frameCounter remove the first value in the array
if (rotArrayY.Count >= frameCounter) {
rotArrayY.RemoveAt(0);
}
if (rotArrayX.Count >= frameCounter) {
rotArrayX.RemoveAt(0);
}
//Adding up all the rotational input values from each array
for(int j = 0; j < rotArrayY.Count; j++) {
rotAverageY += rotArrayY[j];
}
for(int i = 0; i < rotArrayX.Count; i++) {
rotAverageX += rotArrayX[i];
}
//Standard maths to find the average
rotAverageY /= rotArrayY.Count;
rotAverageX /= rotArrayX.Count;
//Clamp the rotation average to be within a specific value range
rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
//Get the rotation you will be at next as a Quaternion
Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
//Rotate
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
else if (axes == RotationAxes.MouseX)
{
rotAverageX = 0f;
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotArrayX.Add(rotationX);
if (rotArrayX.Count >= frameCounter) {
rotArrayX.RemoveAt(0);
}
for(int i = 0; i < rotArrayX.Count; i++) {
rotAverageX += rotArrayX[i];
}
rotAverageX /= rotArrayX.Count;
rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
else
{
rotAverageY = 0f;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotArrayY.Add(rotationY);
if (rotArrayY.Count >= frameCounter) {
rotArrayY.RemoveAt(0);
}
for(int j = 0; j < rotArrayY.Count; j++) {
rotAverageY += rotArrayY[j];
}
rotAverageY /= rotArrayY.Count;
rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
transform.localRotation = originalRotation * yQuaternion;
}
}
void Start ()
{
Rigidbody rb = GetComponent<Rigidbody>();
if (rb)
rb.freezeRotation = true;
originalRotation = transform.localRotation;
}
public static float ClampAngle (float angle, float min, float max)
{
angle = angle % 360;
if ((angle >= -360F) && (angle <= 360F)) {
if (angle < -360F) {
angle += 360F;
}
if (angle > 360F) {
angle -= 360F;
}
}
return Mathf.Clamp (angle, min, max);
}
Please use the 101010 button to properly format your code.
Perhaps you might tell us what the actual error is and the line it occurs on. The more information you can provide the better chances of being helped.
It says Assets/FPS.cs(123,1): error CS8025: Parsing error It's the only error in the whole thing. Also, this is not my own script, I copied it from a website that says it is the script for a First Person Character, which is what I want to make.
If any of you want to use this as an FPS just now to decrease the sensitivity a bit.
Answer by tanoshimi · Jul 20, 2017 at 12:38 PM
As @vir1234 commented, you're missing a closing bracket at the end to finish the class declaration.
Also, unrelated to the error, but the logic here is nonsense:
if ((angle >= -360F) && (angle <= 360F)) {
if (angle < -360F) {
angle += 360F;
}
if (angle > 360F) {
angle -= 360F;
}
}
... your first if
condition passes if the value is between -360 and 360. Your following two nested if
conditions test whether the value is less than -360 or greater than 360 which, by definition, will never be true....
so do I just leave it all out (Note : I copied the script from another website, it's not my own)?
Your answer
Follow this Question
Related Questions
Unity always gives me errors 1 Answer
Parsing error -.- 2 Answers
Parser Error Unexpected symbol `m_MovementAudio' 1 Answer
Windows Store [UWP] : error CS0246 0 Answers
Errors coming after putting the downloaded repository from bitbucket to Unity3d? 0 Answers