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Assets\PlayerLocomotion.cs(79,1): error CS1022: Type or namespace definition, or end-of-file expected

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I was making a movement script in Unity when an error popped up that I don't know how to fix. **Input Handler Script** using System.Collections; using System.Collections.Generic; using UnityEngine; namespace JG public class JG : MonoBehaviour { public float horizontal; public float vertical; public float moveAmount; public float mouseX; public float mouseY; PlayerControls inputActions; Vector2 movementInput; Vector2 cameraInput; public void OnEnable() { if (inputActions == null) { inputActions = new PlayerControls(); inputActions.PlayerMovement.Movement.performed += inputActions = inputActions.ReadValue(); inputActions.Camera.performed += i => cameraInput = i.ReadValue(); } inputActions.Enable(); } private void OnDisable() { inputActions.Disable(); } public void TickInput(float delta) { MoveInput(delta); } private void MoveInput(float delta) { horizontal = movementInput.x; vertical = movementInput.y; moveAmount = Mathf.Clamp01(Mathf.Abs(horizontal) + Mathf.Abs(vertical)); mouseX = cameraInput.x; mouseY = cameraInput.y; } } } **Player Locomotion Script** using System.Collections; using System.Collections.Generic; using UnityEngine; namespace JG { public class PlayerLocomotion : MonoBehaviour { Transform cameraObject; InputHandler inputHandler; Vector3 moveDirection; [HideInInspector] public Transform myTransform; public new Rigidbody rigidbody; public GameObject normalCamera; [Header("Stats")] [SerializedField] float movementSpeed = 5; [SerializedField] float rotationSpeed = 10; void Start() { rigidbody = GetComponent(); inputHandler = GetComponent(); cameraObject = Camera.main.Transform; myTransform = transform; } public void Update() { float delta = Time.deltaTime; inputHandler.TickInput(delta); moveDirection = cameraObject.forward = inputHandler.vertical; moveDirection += cameraObject.right = inputHandler.horizontal; moveDirection.Normalize(); float speed = movementSpeed; moveDirection *= speed; Vector3 projectedVelocity = Vector3.ProjectOnPlane(moveDirection, normalVector); rigidbody.velocity = projectedVelocity; } #region Movement Vector3 normalVector; Vector3 targetPosition; private void (float delta) { Vector3 targetDirection = Vector3.zero; float moveOverride = inputHandler.moveAmount; targetDirection = cameraObject.forward * inputHandler.vertical; targetDirection = cameraObject.right * inputHandler.horizontal; targetDirection.Normalize(); targetDirection.y = 0; if(targetDirection == Vector3.zero) targetDirection = myTransform.forward; float rs = rotationSpeed Quaternion tr = Quaternion.LookRotation(targetDirection); Quaternion targetRotation = Quaternion.Slerp(myTransform.rotation, true, rs * delta); myTransform.rotation = targetRotation; } #endregion } }

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