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Parsing Error

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Hey guys. I'm getting this error in my script: MouseLookScript.cs(93,1): error CS8025: Parsing error I'm not sure how to fix it because I'm not that good at C#. Any help? The script: using UnityEngine; using System.Collections; /// MouseLook rotates the transform based on the mouse delta. /// Minimum and Maximum values can be used to constrain the possible rotation /// To make an FPS style character: /// - Create a capsule. /// - Add the MouseLook script to the capsule. /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) /// - Add FPSInputController script to the capsule /// -> A CharacterMotor and a CharacterController component will be automatically added. /// - Create a camera. Make the camera a child of the capsule. Reset it's transform. /// - Add a MouseLook script to the camera. /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLookScript : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 10F; public float sensitivityY = 10F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; int flyingSpeed = 100; int speedChange = 20; int rotationInt = 2; void Start () { // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; } //lateUpdate(); ? void Update () { if ((axes == RotationAxes.MouseXAndY) && (GlobalDataScript.cursorState==1)) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if ((axes == RotationAxes.MouseX) && (GlobalDataScript.cursorState==1)) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else if (GlobalDataScript.cursorState==1) { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } } void Update() { if (Input.GetKeyDown (KeyCode.W)) { flyingSpeed += speedChange; } if (Input.GetKeyDown (KeyCode.S)) { flyingSpeed += -speedChange; } if (Input.GetKey (KeyCode.A)) { transform.RotateAround (transform.position, transform.up, -rotateInt); } if (Input.GetKey (KeyCode.D)) { transform.RotateAround (transform.position, transform.up, rotateInt); } }

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