cs0103

While I’ve been programming an RPG with the help of an tutorial. This error message appeared. I could not find the difference between my code and the code in the tutorial. could anybody help me out, this is my player Movement script(wich makes the player move):

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{

    public enum PlayerState{
        walk,
        attack,
        interact,
        stagger,
        idle
    }

    public PlayerState currentState;

    public float speed;

    private Rigidbody2D myRigidbody;

    private Vector3 change;

    private Animator animator;

    void Start()
    {
        currentState = PlayerState.walk;
        animator = GetComponent<Animator>();
        myRigidbody = GetComponent<Rigidbody2D>();
        animator.SetFloat("moveX", 0);
        animator.SetFloat("moveY", -1);
    }

    void FixedUpdate()
    {
        change = Vector3.zero;
        change.Normalize();
        change.x = Input.GetAxisRaw("Horizontal") * Time.deltaTime * speed;
        change.y = Input.GetAxisRaw("Vertical") * Time.deltaTime * speed;

        if (Input.GetButton("attack") && currentState != PlayerState.attack && currentState != PlayerState.stagger)
        {
            StartCoroutine(AttackCo());
        }
        else if (currentState == PlayerState.walk)
        {
            UpdateAnimationAndMove();
        }
    }

    private IEnumerator AttackCo()
    {
        animator.SetBool("attacking", true);
        currentState = PlayerState.attack;

        yield return null;

        animator.SetBool("attacking", false);

        yield return new WaitForSeconds(.3f);

        currentState = PlayerState.walk;
    }

    void UpdateAnimationAndMove()
        {
        if (change != Vector3.zero)
        {
            transform.Translate(new Vector3(change.x, change.y));
            animator.SetFloat("moveX", change.x);
            animator.SetFloat("moveY", change.y);
            animator.SetBool("moving", true);
        }
        else
        {
            animator.SetBool("moving", false);
        }
    }

    public void Knock(float knockTime)
    {
        StartCoroutine(knockCo(knockTime));
    }

    private IEnumerator knockCo(float knockTime)
    {
        if (myRigidbody != null)
        {
            yield return new WaitForSeconds(knockTime);

            myRigidbody.velocity = Vector2.zero;
            currentState = PlayerState.idle;
            myRigidbody.velocity = Vector2.zero;
        }
    }

}

And this is the script wich causes the error(it was made for giving my player and my enemy a knock back effect):

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Knockback : MonoBehaviour
{

    public float thrust;
    public float knockTime;

    private void OnTriggerEnter2D(Collider2D other)
    {
        if (other.gameObject.CompareTag("breakable"))
        {
            other.GetComponent<pot>().smash();
        }
        if (other.gameObject.CompareTag("enemy") || other.gameObject.CompareTag("Player"))
        {
            Rigidbody2D hit = other.GetComponent<Rigidbody2D>();
            if (hit != null)
            {
                Vector2 difference = hit.transform.position - transform.position;
                difference = difference.normalized * thrust;
                hit.AddForce(difference, ForceMode2D.Impulse);
                if (other.gameObject.CompareTag("enemy"))
                {
                    hit.GetComponent<EnemyAI>().currentState = enemyState.stagger;
                    other.GetComponent<EnemyAI>().Knock(hit, knockTime);
                }
                if (other.gameObject.CompareTag("Player"))
                {
                    hit.GetComponent<PlayerMovement>().currentState = PlayerState.stagger;
                    other.GetComponent<PlayerMovement>().Knock(knockTime);
                }
            }
        }
    }
}

the exact error message is: Assets/Scripts/Knockback.cs(32,71): error CS0103: The name ‘PlayerState’ does not exist in the current context.

7145498–854948–Knockback.cs (1.28 KB)
7145498–854951–PlayerMovement.cs (2.24 KB)

Your PlayerState enum is nested within your PlayerMovement class. You either need to pull it out and move it to its’ own separate file, or explicitly reference it through the containing class PlayerMovement.PlayerState in your Knockback class.

Remember: NOBODY memorizes error codes. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The important parts of an error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

How to understand compiler and other errors and even fix them yourself:

https://discussions.unity.com/t/824586/8

How to do tutorials properly:

Tutorials are a GREAT idea. Tutorials should be used this way:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation generally ends in disaster. That’s how software engineering works. Every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly. Fortunately this is the easiest part to get right. Be a robot. Don’t make any mistakes. BE PERFECT IN EVERYTHING YOU DO HERE.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

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