i am getting this error Assets/Scripts/Character Classes/BaseCharacter.cs(102,5): error CS0103: The name `AddSkillModifier' does not exist in the current context
my script
using UnityEngine; using System.Collections; using System; // Para acceder a la clase enum
public class BaseCharacter : MonoBehaviour { private int _level; private uint _freeExp;
private Attribute[] _primaryAttribute; private Vital[] _vital; private Skill[] _skill;
public void Awake() {; _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 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 of all 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 ModifyingAttribute health = new ModifyingAttribute(); health.attribute = GetPrimaryAttribute((int)AttributeName.Constitution); health.ratio = .5f;
GetVital((int)VitalName.Health).AddModifier(health);
//energy ModifyingAttribute energy = new ModifyingAttribute(); energy.attribute = GetPrimaryAttribute((int)AttributeName.Constitution); energy.ratio = .1f;
GetVital((int)VitalName.Energy).AddModifier(energy);
//mana ModifyingAttribute mana = new ModifyingAttribute(); mana.attribute = GetPrimaryAttribute((int)AttributeName.Willpower); mana.ratio = .1f;
GetVital((int)VitalName.Mana).AddModifier(mana); }
public void SetUpSkillModifiers() { float m = 0.33f; AddSkillModifier(SkillName.Melee_Offence, AttributeName.Might , 33f); AddSkillModifier(SkillName.Melee_Offence, AttributeName.Nimbleness , 33f); AddSkillModifier(SkillName.Melee_Defence, AttributeName.Speed , 33f); AddSkillModifier(SkillName.Melee_Defence, AttributeName.Constitution , 33f); AddSkillModifier(SkillName.Magic_Offence, AttributeName.Concentration, 33f); AddSkillModifier(SkillName.Magic_Offence, AttributeName.WillPower , 33f); AddSkillModifier(SkillName.Melee_Defence, AttributeName.Concentration, 33f); AddSkillModifier(SkillName.Melee_Defence, AttributeName.WillPower , 33f); AddSkillModifier(SkillName.Ranged_Offence, AttributeName.Concentration, 33f); AddSkillModifier(SkillName.Ranged_Offence, AttributeName.Speed , 33f); AddSkillModifier(SkillName.Ranged_Defence, AttributeName.Speed , 33f); AddSkillModifier(SkillName.Ranged_Defence, 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(); } }