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Question by MangoliaStudios · Feb 18, 2021 at 02:55 PM · scripting problemscripting beginnerscript error

2D ROGUELIKE SCRIPTING HELP , 2D Roguelike Script issues

I'm doing some basic tutorials on making 2D roguelikes on a website with watchalongs on how to do stuff. It involves writing alot of your own scripts with them showing theres for reference, for starters im pretty much just typing exactly what i see and so far stuff works.

Any issues ive had were my own spelling errors which i fixed. Except now, i get an issue that makes total sense, since unity says Enemy does not contain a definition for Move, which admittedly it does not. but the tutorial didnt need to define it, and theres is working. Ideas? this has been driving me nuts all evening!

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class EnemyManager : MonoBehaviour { public List enemies = new List();

 public static EnemyManager instance;

 void Awake()
 {
     instance = this;
 }

 public void OnPlayerMove()
 {
     StartCoroutine(MoveEnemies());
 }

 IEnumerator MoveEnemies ()
 {
     yield return new WaitForFixedUpdate();

     foreach(Enemy enemy in enemies)
     {
         if (enemy != null)
              enemy.Move();
     }
 }

} ,So i've tried anything that makes sense and keep ending up back at square 1. complete noob here with jack all programming knowhow learning from Zenva. video instructor zips through everything without explaining most things so im lost on why this exact same bunch of code works for them and not me. Other issues i've hide were syntax or spelling errors that i fixed but for this script NOPE, unity just says Enemy does not contain definition for Move. course instructor did not have to define.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class EnemyManager : MonoBehaviour { public List enemies = new List();

 public static EnemyManager instance;

 void Awake()
 {
     instance = this;
 }

 public void OnPlayerMove()
 {
     StartCoroutine(MoveEnemies());
 }

 IEnumerator MoveEnemies ()
 {
     yield return new WaitForFixedUpdate();

     foreach(Enemy enemy in enemies)
     {
         if (enemy != null)
              enemy.Move();
     }
 }

}

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Best Answer

Answer by MangoliaStudios · Feb 18, 2021 at 09:00 PM

Somebody on reddit got to me first, turned out to be a case sensitivity issue from another script affecting this one.

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