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Question by
zetter · Jul 23, 2013 at 02:08 AM ·
error-handling
I can not get out from under the Error
I use Google Translate English is insufficient. I want to implement a method turn an array jrpg style. However, UCE0001 to implement an array: ';' expected.Insert a semicolon at the end. Error like this .... floating on line 206 Why do not know at all valid. I ask for help. #pragma strict
static var st_Unit1 : Transform;
static var st_Unit2 : Transform;
static var st_Unit3 : Transform;
static var st_Unit4 : Transform;
var unit = [st_Unit1,st_Unit2,st_Unit3,st_Unit4];
static var st_EnemyUnit1 : Transform;
static var st_EnemyUnit2 : Transform;
static var st_EnemyUnit3 : Transform;
static var st_EnemyUnit4 : Transform;
var enemy = [st_EnemyUnit1,st_EnemyUnit2,st_EnemyUnit3,st_EnemyUnit4];
static var st_EnemyUnit2_1 : Transform;
static var st_EnemyUnit2_2 : Transform;
static var st_EnemyUnit2_3 : Transform;
static var st_EnemyUnit2_4 : Transform;
var enemy_2 = [st_EnemyUnit2_1,st_EnemyUnit2_2,st_EnemyUnit2_3,st_EnemyUnit2_4];
static var st_EnemyUnit3_1 : Transform;
static var st_EnemyUnit3_2 : Transform;
static var st_EnemyUnit3_3 : Transform;
static var st_EnemyUnit3_4 : Transform;
var enemy_3 = [st_EnemyUnit3_1,st_EnemyUnit3_2,st_EnemyUnit3_3,st_EnemyUnit3_4];
enum STATE {START,ONBATTLE,GAMECHECK,NEXTSTAGE,STAGECLEAR,GAMEOVER,IDLE,MOVE,WAIT};
var arrTurn;
var iStage : int;
static var st_State = STATE.START;
var iTick : int;
static var st_bPhase : boolean;
var bOnBattle : boolean;
function Start(){
arrTurn = new Array();
iStage = 0;
st_bPhase = false;
for(var i = 0;i<unit.length; i++){
unit[i].GetComponent(jsOnPhase).bPlayer = true;
}
}//
//==============================================================
function Update(){
switch(st_State){
case STATE.START:
makeStage();
break;
case STATE.ONBATTLE:
battle();
break;
case STATE.NEXTSTAGE:
moveBackgroundAndEnemy();
break;
case STATE.STAGECLEAR:
stageClear();
break;
case STATE.GAMEOVER:
gameOver();
break;
}
}//
//==============================================================
function makeStage(){
st_State = STATE.WAIT;
enemy[0].transform.position=Vector3(-4,1.05,5);
enemy[1].transform.position=Vector3(-2,1.05,5);
enemy[2].transform.position=Vector3(-0,1.05,5);
enemy[3].transform.position=Vector3(2,1.05,5);
enemy[0].tag = "enemy1";
enemy[1].tag = "enemy2";
enemy[2].tag = "enemy3";
enemy[3].tag = "enemy4";
bOnBattle = true;
st_State = STATE.ONBATTLE;
}//
//==============================================================
function gameOver(){
bOnBattle = false;
st_State = STATE.WAIT;
Debug.Log("gameover");
}//
//==============================================================
function stageClear(){
bOnBattle = false;
st_State = STATE.WAIT;
Debug.Log("stageclear");
}//
//==============================================================
function moveBackgroundAndEnemy(){
st_State = STATE.WAIT;
if(iStage == 1)enemy = [enemy_2[0],enemy_2[1],enemy_2[2],enemy_2[3]];
else if(iStage == 2)enemy = [enemy_3[0],enemy_3[1],enemy_3[2],enemy_3[3]];
st_State = STATE.START;
Debug.Log("move background");
}//
//==============================================================
function switchGUIButton(){
//if(onSwitchMenuGUI == true)onSwitchMenuGUI = false;
//else onSwitchMenuGUI = true;
}//
//==============================================================
function gameCheck(){
yield WaitForSeconds(0.5);
if (unit[1].GetComponent(jsPlayer).bDead == true&&
unit[2].GetComponent(jsPlayer).bDead == true&&
unit[3].GetComponent(jsPlayer).bDead == true&&
unit[0].GetComponent(jsPlayer).bDead == true){
bOnBattle = false;
yield WaitForSeconds(3);
st_State = STATE.GAMEOVER;
return;
}
if (enemy[1].GetComponent(jsEnemy).bDead == true&&
enemy[2].GetComponent(jsEnemy).bDead == true&&
enemy[3].GetComponent(jsEnemy).bDead == true&&
enemy[0].GetComponent(jsEnemy).bDead == true){
iStage++;
bOnBattle = false;
if(iStage == 3){
st_State = STATE.STAGECLEAR;
return;
}
for (var i = 0;i<enemy.length;i++){
enemy[i].active = false;
enemy[i].tag = "";
}
yield WaitForSeconds(3);
st_State = STATE.NEXTSTAGE;
}
}//
//==============================================================
function turnCheck(){
var h = 1;
while(h<5){
var unitObj : GameObject = GameObject.FindGameObjectsWithTag("unit"+h);
if (unitObj.GetComponent(jsPlayer).bDead == false){
arrTurn.Push(unitObj);
}
var enemyObj : GameObject = GameObject.FindGameObjectsWithTag("enemy"+h);
if (enemyObj.GetComponent(jsEnemy).bDead == false){
arrTurn.Push(enemyObj);
}
h++;
}
//sorting
for (var i = arrTurn.length-1; i > 0; i--){
for (var j = 1; j < i ; j++){
if(arrTurn[j-1].GetComponent(jsOnPhase).iSpeed < arrTurn[j].GetComponent(jsOnPhase).iSpeed){
var temp = arrTurn[j-1];
arrTurn[j-1] = arrTurn[j];
arrTurn[j] = temp;
}
}
}
for (var k = 0; k < arrTurn.Length; k++){
Debug.Log(arrTurn[k]);
}
}//
//==============================================================
function battle(){
st_State = STATE.IDLE;
iTick = 0;
while(bOnBattle){
yield gameCheck();
yield turnCheck();
var unitobj : GameObject = (GameObject)arrTurn[iTick];
if(unitobj.GetComponent(jsOnPhase).bPlayer == true){
st_bPhase = true;
yield playerTurn();
}//
else if(arrTurn[iTick].GetComponent(jsOnPhase).bPlayer == false){
st_bPhase = true;
yield enemyTurn();
}//if
iTick++;
if (iTick > arrTurn.length){
iTick = 0;
}
}
}//
//==============================================================
function playerTurn(){
arrTurn[iTick].SendMessage("turnChange",SendMessageOptions.DontRequireReceiver);
while(st_bPhase)yield;
}//
//==============================================================
function enemyTurn(){
//Debug.Log("enemyTurn"+enemyTurnRndNum);
arrTurn[iTick].SendMessage("turnChange",SendMessageOptions.DontRequireReceiver);
while(st_bPhase)yield;
}//
When I display the error or if, error of other drives me crazy. Please tell us how break this circle
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