i tried using the scripts of the Bootcamp Soldier on another model in a different project so i got many errors but i got one that i couldn’t fix
Assets/Standard Assets/Scripts/SoldierCamera.js(1,6): UCE0001: ‘;’ expected. Insert a semicolon at the end.
Assets/Standard Assets/Scripts/SoldierCamera.js(2,6): UCE0001: ‘;’ expected. Insert a semicolon at the end.
Assets/Standard Assets/Scripts/SoldierCamera.js(4,1): BCE0044: expecting EOF, found ‘strict’.
here’s the script : (i added the first two lines myself because there was another error and this fixed it
using UnityEngine;
using System.Collections;
#pragma strict
#pragma implicit
#pragma downcast
class SoldierCamera extends MonoBehaviour
{
public var target : Transform;
public var soldier : Transform;
public var speed : Vector2 = new Vector2(135.0, 135.0);
public var aimSpeed : Vector2 = new Vector2(70.0, 70.0);
public var maxSpeed : Vector2 = new Vector2(100.0, 100.0);
public var yMinLimit = -90;
public var yMaxLimit = 90;
public var normalFOV = 60;
public var zoomFOV = 30;
public var lerpSpeed = 8.0;
private var distance = 10.0;
private var x = 0.0;
public var y = 0.0;
private var camTransform : Transform;
private var rotation : Quaternion;
private var position : Vector3;
private var deltaTime : float;
private var originalSoldierRotation : Quaternion;
private var soldierController : SoldierController;
public var orbit : boolean;
public var hitLayer : LayerMask;
private var cPos : Vector3;
public var normalDirection : Vector3;
public var aimDirection : Vector3;
public var crouchDirection : Vector3;
public var aimCrouchDirection : Vector3;
public var positionLerp : float;
public var normalHeight : float;
public var crouchHeight : float;
public var normalAimHeight : float;
public var crouchAimHeight : float;
public var minHeight : float;
public var maxHeight : float;
public var normalDistance : float;
public var crouchDistance : float;
public var normalAimDistance : float;
public var crouchAimDistance : float;
public var minDistance : float;
public var maxDistance : float;
private var targetDistance : float;
private var camDir : Vector3;
private var targetHeight : float;
public var minShakeSpeed : float;
public var maxShakeSpeed : float;
public var minShake : float;
public var maxShake : float = 2.0;
public var minShakeTimes : int;
public var maxShakeTimes : int;
public var maxShakeDistance : float;
private var shake : boolean;
private var shakeSpeed : float = 2.0;
private var cShakePos : float;
private var shakeTimes : int = 8;
private var cShake : float;
private var cShakeSpeed : float;
private var cShakeTimes : int;
public var radar : Transform;
public var radarCamera : Transform;
private var _depthOfFieldEffect : DepthOfField;
function Start ()
{
cShakeTimes = 0;
cShake = 0.0;
cShakeSpeed = shakeSpeed;
_depthOfFieldEffect = gameObject.GetComponent("DepthOfField") as DepthOfField;
if(target == null || soldier == null)
{
Destroy(this);
return;
}
target.parent = null;
camTransform = transform;
var angles = camTransform.eulerAngles;
x = angles.y;
y = angles.x;
originalSoldierRotation = soldier.rotation;
soldierController = soldier.GetComponent("SoldierController");
targetDistance = normalDistance;
cPos = soldier.position + new Vector3(0, normalHeight, 0);
}
function GoToOrbitMode(state : boolean)
{
orbit = state;
soldierController.idleTimer = 0.0;
}
function Update()
{
if(GameManager.pause || GameManager.scores) return;
//if(GameManager.scores) return;
if(orbit (Input.GetKeyDown(KeyCode.O) || Input.GetAxis("Horizontal") != 0.0 || Input.GetAxis("Vertical") != 0.0 || soldierController.aim || soldierController.fire))
{
GoToOrbitMode(false);
}
if(!orbit soldierController.idleTimer > 0.1)
{
GoToOrbitMode(true);
}
}
function LateUpdate ()
{
//if(GameManager.pause || GameManager.scores) return;
if(GameManager.scores) return;
deltaTime = Time.deltaTime;
GetInput();
RotateSoldier();
CameraMovement();
DepthOfFieldControl();
}
function CameraMovement()
{
if(soldierController.aim)
{
(camera.GetComponent(DepthOfField) as DepthOfField).enabled = true;
camera.fieldOfView = Mathf.Lerp(camera.fieldOfView, zoomFOV, deltaTime * lerpSpeed);
if(soldierController.crouch)
{
camDir = (aimCrouchDirection.x * target.forward) + (aimCrouchDirection.z * target.right);
targetHeight = crouchAimHeight;
targetDistance = crouchAimDistance;
}
else
{
camDir = (aimDirection.x * target.forward) + (aimDirection.z * target.right);
targetHeight = normalAimHeight;
targetDistance = normalAimDistance;
}
}
else
{
(camera.GetComponent(DepthOfField) as DepthOfField).enabled = false;
camera.fieldOfView = Mathf.Lerp(camera.fieldOfView, normalFOV, deltaTime * lerpSpeed);
if(soldierController.crouch)
{
camDir = (crouchDirection.x * target.forward) + (crouchDirection.z * target.right);
targetHeight = crouchHeight;
targetDistance = crouchDistance;
}
else
{
camDir = (normalDirection.x * target.forward) + (normalDirection.z * target.right);
targetHeight = normalHeight;
targetDistance = normalDistance;
}
}
camDir = camDir.normalized;
HandleCameraShake();
cPos = soldier.position + new Vector3(0, targetHeight, 0);
var hit : RaycastHit;
if(Physics.Raycast(cPos, camDir, hit, targetDistance + 0.2, hitLayer))
{
var t : float = hit.distance - 0.1;
t -= minDistance;
t /= (targetDistance - minDistance);
targetHeight = Mathf.Lerp(maxHeight, targetHeight, Mathf.Clamp(t, 0.0, 1.0));
cPos = soldier.position + new Vector3(0, targetHeight, 0);
}
if(Physics.Raycast(cPos, camDir, hit, targetDistance + 0.2, hitLayer))
{
targetDistance = hit.distance - 0.1;
}
if(radar != null)
{
radar.position = cPos;
radarCamera.rotation = Quaternion.Euler(90, x, 0);
}
var lookPoint : Vector3 = cPos;
lookPoint += (target.right * Vector3.Dot(camDir * targetDistance, target.right));
camTransform.position = cPos + (camDir * targetDistance);
camTransform.LookAt(lookPoint);
target.position = cPos;
target.rotation = Quaternion.Euler(y, x, 0);
}
function HandleCameraShake()
{
if(shake)
{
cShake += cShakeSpeed * deltaTime;
if(Mathf.Abs(cShake) > cShakePos)
{
cShakeSpeed *= -1.0;
cShakeTimes++;
if(cShakeTimes >= shakeTimes)
{
shake = false;
}
if(cShake > 0.0)
{
cShake = maxShake;
}
else
{
cShake = -maxShake;
}
}
targetHeight += cShake;
}
}
function StartShake(distance : float)
{
var proximity : float = distance / maxShakeDistance;
if(proximity > 1.0) return;
proximity = Mathf.Clamp(proximity, 0.0, 1.0);
proximity = 1.0 - proximity;
cShakeSpeed = Mathf.Lerp(minShakeSpeed, maxShakeSpeed, proximity);
shakeTimes = Mathf.Lerp(minShakeTimes, maxShakeTimes, proximity);
cShakeTimes = 0;
cShakePos = Mathf.Lerp(minShake, maxShake, proximity);
shake = true;
}
function GetInput()
{
var a : Vector2 = soldierController.aim ? aimSpeed : speed;
x += Mathf.Clamp(Input.GetAxis("Mouse X") * a.x, -maxSpeed.x, maxSpeed.x) * deltaTime;
y -= Mathf.Clamp(Input.GetAxis("Mouse Y") * a.y, -maxSpeed.y, maxSpeed.y) * deltaTime;
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
function DepthOfFieldControl()
{
if(_depthOfFieldEffect == null) return;
if(soldierController == null) return;
if(soldierController.aim GameQualitySettings.depthOfField)
{
if(!_depthOfFieldEffect.enabled)
{
_depthOfFieldEffect.enabled = true;
}
}
else
{
if(_depthOfFieldEffect.enabled)
{
_depthOfFieldEffect.enabled = false;
}
}
}
function RotateSoldier()
{
if(!orbit)
soldierController.targetYRotation = x;
}
static function ClampAngle(angle : float, min : float, max : float) : float
{
if (angle < -360)
{
angle += 360;
}
if (angle > 360)
{
angle -= 360;
}
return Mathf.Clamp (angle, min, max);
}
}