I am new to coding trying to learn what wrong with my own converting below because it gave error after convert.
Original C#
using UnityEngine;
using System.Collections;
public class boat : MonoBehaviour {
public float turnSpeed = 1000f;
public float accellerateSpeed = 1000f;
private Rigidbody rbody;
// Use this for initialization
void Start ()
{
rbody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update ()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
rbody.AddTorque(0f,h*turnSpeed*Time.deltaTime,0f);
rbody.AddForce(transform.forward*v*accellerateSpeed*Time.deltaTime);
}
}
My own JS converted
public var boat : GameObject;
public var turnSpeed : float = 1000f;
public var accellerateSpeed : float = 1000f;
private var Rigidbody; rbody;
function Start(){
var rbody = GetComponent<Rigidbody>();
function Update(){
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
rbody.AddTorque(0f,h*turnSpeed*Time.deltaTime,0f);
rbody.AddForce(transform.forward*v*accellerateSpeed*Time.deltaTime);
}
}
public var turnSpeed : float = 1000f;
public var accellerateSpeed : float = 1000f;
private var rbody : Rigidbody;
function Start(){
rbody = GetComponent.<Rigidbody>();
}
function Update(){
var h : float = Input.GetAxis("Horizontal");
var v : float = Input.GetAxis("Vertical");
rbody.AddTorque(0f,h*turnSpeed*Time.deltaTime,0f);
rbody.AddForce(transform.forward*v*accellerateSpeed*Time.deltaTime);
}
There were a few syntax errors with declaration and typecasting.
I have not tested it but I think that this should work. You have some mistakes in declaration.
#pragma strict
//Creates Boat Class extending from MonoBehaviour
public class boat extends MonoBehaviour {
//Declare variables of the class
var turnSpeed : float = 1000f;
var accellerateSpeed : float = 1000f;
//Do not forget to use the type after colon, never before
private var rbody : Rigidbody;
function Start() {
rbody = GetComponent(Rigidbody) as Rigidbody;
}
function Update(){
var h : float = Input.GetAxis("Horizontal");
var v : float = Input.GetAxis("Vertical");
rbody.AddTorque(0f,h*turnSpeed*Time.deltaTime,0f);
rbody.AddForce(transform.forward*v*accellerateSpeed*Time.deltaTime);
}
}