I need help, I hope anyone can help me. My game was working probably, but now it doesn’t work with Unity 3D 4.3, because it says that there is a problem in PlayerControl script, so what can I do.
this is the problem:
Assets/Scripts/PlayerControl.cs(4,14): error CS0101: The namespace global::' already contains a definition for PlayerControl’
and this the script :
using UnityEngine;
using System.Collections;
public class PlayerControl : MonoBehaviour
{
[HideInInspector]
public bool facingRight = true; // For determining which way the player is currently facing.
[HideInInspector]
public bool jump = false; // Condition for whether the player should jump.
public float moveForce = 365f; // Amount of force added to move the player left and right.
public float maxSpeed = 5f; // The fastest the player can travel in the x axis.
public AudioClip[] jumpClips; // Array of clips for when the player jumps.
public float jumpForce = 1000f; // Amount of force added when the player jumps.
public AudioClip[] taunts; // Array of clips for when the player taunts.
public float tauntProbability = 50f; // Chance of a taunt happening.
public float tauntDelay = 1f; // Delay for when the taunt should happen.
private int tauntIndex; // The index of the taunts array indicating the most recent taunt.
private Transform groundCheck; // A position marking where to check if the player is grounded.
private bool grounded = false; // Whether or not the player is grounded.
private Animator anim; // Reference to the player's animator component.
void Awake()
{
// Setting up references.
groundCheck = transform.Find("groundCheck");
anim = GetComponent<Animator>();
}
void Update()
{
// The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
// If the jump button is pressed and the player is grounded then the player should jump.
if(Input.GetButtonDown("Jump") && grounded)
jump = true;
}
void FixedUpdate ()
{
// Cache the horizontal input.
float h = Input.GetAxis("Horizontal");
// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat("Speed", Mathf.Abs(h));
// If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet...
if(h * rigidbody2D.velocity.x < maxSpeed)
// ... add a force to the player.
rigidbody2D.AddForce(Vector2.right * h * moveForce);
// If the player's horizontal velocity is greater than the maxSpeed...
if(Mathf.Abs(rigidbody2D.velocity.x) > maxSpeed)
// ... set the player's velocity to the maxSpeed in the x axis.
rigidbody2D.velocity = new Vector2(Mathf.Sign(rigidbody2D.velocity.x) * maxSpeed, rigidbody2D.velocity.y);
// If the input is moving the player right and the player is facing left...
if(h > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if(h < 0 && facingRight)
// ... flip the player.
Flip();
// If the player should jump...
if(jump)
{
// Set the Jump animator trigger parameter.
anim.SetTrigger("Jump");
// Play a random jump audio clip.
int i = Random.Range(0, jumpClips.Length);
AudioSource.PlayClipAtPoint(jumpClips*, transform.position);*
-
// Add a vertical force to the player.* -
rigidbody2D.AddForce(new Vector2(0f, jumpForce));* -
// Make sure the player can't jump again until the jump conditions from Update are satisfied.* -
jump = false;* -
}* -
}*
-
void Flip ()*
-
{*
-
// Switch the way the player is labelled as facing.* -
facingRight = !facingRight;* -
// Multiply the player's x local scale by -1.* -
Vector3 theScale = transform.localScale;*
_ theScale.x *= -1;_
-
transform.localScale = theScale;* - }*
- public IEnumerator Taunt()*
- {*
-
// Check the random chance of taunting.* -
float tauntChance = Random.Range(0f, 100f);* -
if(tauntChance > tauntProbability)* -
{* -
// Wait for tauntDelay number of seconds.* -
yield return new WaitForSeconds(tauntDelay);* -
// If there is no clip currently playing.* -
if(!audio.isPlaying)* -
{* -
// Choose a random, but different taunt.* -
tauntIndex = TauntRandom();* -
// Play the new taunt.* -
audio.clip = taunts[tauntIndex];* -
audio.Play();* -
}* -
}* - }*
- int TauntRandom()*
- {*
-
// Choose a random index of the taunts array.* -
int i = Random.Range(0, taunts.Length);* -
// If it's the same as the previous taunt...* -
if(i == tauntIndex)* -
// ... try another random taunt.* -
return TauntRandom();* -
else* -
// Otherwise return this index.* -
return i;* - }*
}