Hi all i need a simple help i follow 3 unity tuts
this:
- http://www.youtube.com/watch?v=TRqj_JvqlSQ&feature=player_embedded
- http://www.youtube.com/watch?v=KG26blhtYnA&feature=player_embedded
- http://www.youtube.com/watch?v=oDBNYfgrXLY&feature=player_embedded
And i see 7 more this video for fownd err but nothing please same one can found it this is the err:
ERR: CS1014: A get or set accessor expected err is at line 42
SCRIPT:
using UnityEngine;
using System.Collections;
using System; //added to acces the enum class
public class BaseCharacter : MonoBehaviour {
private string _name;
private int _level;
private uint _freeExp;
private Attribute[] _primaryAttribute;
private Vital[] _vital;
private Skill[] _skill;
public void Awake() {
_name = string.Empty;
_level = 0;
_freeExp = 0;
_primaryAttribute = new Attribute[Enum.GetValues(typeof(AttributeName)).Length];
_vital = new Vital[Enum.GetValues(typeof(VitalName)).Length];
_skill = new Skill[Enum.GetValues(typeof(SkillName)).Length];
SetupPrimaryAttributes();
SetupVitals();
SetupSkills();
}
public string Name {
get{ return _name; }
set{ _name = value; }
}
public int Level {
get{ return _level; }
set{ _level = value; }
}
public uint FreeExp {
get{ return _freeExp; }
set{ _freeExp = value; }
public void AddExp(uint exp) {
_freeExp += exp;
CalculateLevel();
}
//take avg off all of the players skills and assign that as the player level.
public void CalculateLevel() {
}
private void SetupPrimaryAttributes() {
for(int cnt = 0; cnt < _primaryAttribute.Length; cnt++) {
_primaryAttribute[cnt] = new Attribute();
}
}
private void SetupVitals() {
for(int cnt = 0; cnt < _vital.Length; cnt++) {
_vital[cnt] = new Vital();
}
}
private void SetupSkills() {
for(int cnt = 0; cnt < _skill.Length; cnt++) {
_skill[cnt] = new Skill();
}
}
public Attribute GetPrimaryAttribute(int index) {
return _primaryAttribute[index];
}
public Vital GetVital(int index) {
return _vital[index];
}
public Skill GetSkill(int index) {
return _skill[index];
}
private void SetupVitalModifiers() {
//health
GetVital((int)VitalName.Health).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constituion), .5f));
//energy
GetVital((int)VitalName.Energy).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constituion), 1));
//mana
GetVital((int)VitalName.mana).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), 1));
}
private void SetupSkillModifiers() {
//melee offence
GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Might), .33f));
GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));
//melee defence
GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constituion), .33f));
//magic offence
GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concetration), .33f));
GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
//magic defence
GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concetration), .33f));
GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
//ranged offence
GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concetration), .33f));
GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
//ranged defence
GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));
}
public void StatUpdate() {
for(int cnt = 0; cnt < _vital.Length; cnt++)
_vital[cnt].Update();
for(int cnt = 0; cnt < _skill.Length; cnt++)
_skill[cnt].Update();
}
}