Dear readers,
I’ve been following a tutorial serie from BurgZergArcade about how to make a RPG with Unity for a couple of days now and this is the first time that I’m really encountering a problem with my scripts. Right now the tutorial is telling me how to make scripts for character statistics and how to make a base character. However, at the completion of my script I’ll still get 6 errors of the same kind when I try to save my script. Every of them is related to my script named ‘BaseCharacter’ made with C#:
Three errors of this kind:
Type System.Array' does not contain a definition for Lenght’ and no extension method Lenght' of type System.Array’ could be found (are you missing a using directive or an assembly reference?)
for lines 19,20 and 21.
And also these three errors:
Type Attribute[]' does not contain a definition for Lenght’ and no extension method Lenght' of type Attribute[]’ could be found (are you missing a using directive or an assembly reference?)
(For line 56)
Type Vital[]' does not contain a definition for Lenght’ and no extension method Lenght' of type Vital[]’ could be found (are you missing a using directive or an assembly reference?)
(For line 62)
Type Skill[]' does not contain a definition for Lenght’ and no extension method Lenght' of type Skill[]’ could be found (are you missing a using directive or an assembly reference?)
(For line 68)
I am completely stuck with these errors and I have no clue how to fix it. I was hoping that anyone of you could possibly help me fix these errors.
Here are my scripts (All of them made with C#):
BaseCharacter 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)).Lenght];
_vital = new Vital[Enum.GetValues(typeof(VitalName)).Lenght];
_skill = new Skill[Enum.GetValues(typeof(SkillName)).Lenght];
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 of all of the players skills and assign that as the player level
public void CalculateLevel() {
}
private void SetupPrimaryAttributes() {
for(int cnt = 0; cnt < _primaryAttribute.Lenght; cnt++) {
_primaryAttribute[cnt] = new Attribute();
}
}
private void SetupVitals() {
for(int cnt = 0; cnt < _vital.Lenght; cnt++) {
_vital[cnt] = new Vital();
}
}
private void SetupSkills() {
for(int cnt = 0; cnt < _skill.Lenght; 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.Constitution), .5f));
//energy
GetVital((int)VitalName.Energy).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), 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.Constitution), .33f));
//magic offence
GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .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.Concentration), .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.Concentration), .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();
}
}
Related scripts:
ModifiedStat script:
using System.Collections.Generic;
public class ModifiedStat : BaseStat {
private List _mods; //A list of Attributes that modify this stat
private int _modValue; //The amount added to the baseValue from the modifiers
public ModifiedStat() {
_mods = new List<ModifyingAttribute>();
_modValue = 0;
}
public void AddModifier( ModifyingAttribute mod) {
_mods.Add(mod);
}
private void CalculateModValue() {
_modValue = 0;
if(_mods.Count > 0)
foreach(ModifyingAttribute att in _mods)
_modValue += (int)(att.attribute.AdjustedBaseValue * att.ratio);
}
public new int AdjustedBaseValue {
get{ return BaseValue + BuffValue + _modValue; }
}
public void Update() {
CalculateModValue();
}
}
public struct ModifyingAttribute {
public Attribute attribute;
public float ratio;
public ModifyingAttribute(Attribute att, float rat) {
attribute = att;
ratio = rat;
}
}
BaseStat script:
public class BaseStat {
private int _baseValue; //the base value of this stat
private int _buffValue; //the amount of the buff to this stat
private int _expToLevel; //the total amount of exp needed to raise this skill
private float _levelModifier; //the modifier applied to the exp needed to raise the skill
public BaseStat() {
_baseValue = 0;
_buffValue = 0;
_levelModifier = 1.1f;
_expToLevel = 100;
}
#region Basic Setters and Getters
//Basic Setters and Getters
public int BaseValue {
get{ return _baseValue; }
set{ _baseValue = value; }
}
public int BuffValue {
get{ return _buffValue; }
set{ _buffValue = value; }
}
public int ExpToLevel {
get{ return _expToLevel; }
set{ _expToLevel = value; }
}
public float LevelModifier {
get{ return _levelModifier; }
set{ _levelModifier = value; }
}
#endregion
private int CalculateExpToLevel() {
return (int)(_expToLevel * _levelModifier);
}
public void LevelUp() {
_expToLevel = CalculateExpToLevel();
_baseValue++;
}
public int AdjustedBaseValue {
get{ return _baseValue + _buffValue; }
}
}
Attributes Script:
public class Attribute : BaseStat {
public Attribute() {
ExpToLevel = 50;
LevelModifier = 1.05f;
}
}
public enum AttributeName {
Might,
Constitution,
Nimbleness,
Speed,
Concentration,
Willpower,
Charisma
}
Vital Script:
public class Vital : ModifiedStat {
private int _curValue;
public Vital() {
_curValue = 0;
ExpToLevel = 50;
LevelModifier = 1.1f;
}
public int CurValue {
get{
if(_curValue > AdjustedBaseValue)
_curValue = AdjustedBaseValue;
return _curValue;
}
set{ _curValue = value; }
}
}
public enum VitalName {
Health,
Energy,
Mana
}
Skill Script:
public class Skill : ModifiedStat {
private bool _known;
public Skill() {
_known = false;
ExpToLevel = 25;
LevelModifier = 1.1f;
}
public bool Known {
get{ return _known; }
set{ _known = value; }
}
}
public enum SkillName {
Melee_Offence,
Melee_Defence,
Ranged_Offence,
Ranged_Defence,
Magic_Offence,
Magic_Defence
}
Excuse me for the wall of text. Any help would be very appreciated.