error CS1022: Type or namespace definition, or end-of-file expected

I was programing to create a game same like the tutorial here

this is my entire code do you see something weird or wrong?
please help me
(154,1): error CS1022: Type or namespace definition, or end-of-file expected
(153,5): error CS1022: Type or namespace definition, or end-of-file expected

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

public class CraftingSystem : MonoBehaviour
{

    public GameObject craftingScreenUI;

    public GameObject toolsScreenUI;

    public List<string> inventoryItemList = new List<string>();

    //Category buttons
    Button toolsBTN;

    //Craft buttons
    Button craftAxeBTN;

    //Requairement Text
    Text AxeReq1, AxeReq2;

    public bool isOpen;

    //All Blueprints
    public Blueprint AxeBLP = new Blueprint("Axe", 2, "Stone", 3, "Stick", 3);

    public static CraftingSystem Instance { get; set; }



    private void Awake()
    {
        if(Instance != null && Instance != this)
        {
            Destroy(gameObject);
        }

        else
        {
            Instance = this;
        }
    }

    // Start is called before the first frame update
    void Start()
    {
        isOpen = false;

        toolsBTN = craftingScreenUI.transform.Find("ToolsButton").GetComponent<Button>();
        toolsBTN.onClick.AddListener(delegate { OpenToolsCategory(); });

        //Axe
        AxeReq1 = toolsScreenUI.transform.Find("Axe").transform.Find("Req1").GetComponent<Text>();
        AxeReq2 = toolsScreenUI.transform.Find("Axe").transform.Find("Req2").GetComponent<Text>();

        craftAxeBTN = toolsScreenUI.transform.Find("Axe").transform.Find("Button").GetComponent<Button>();
        craftAxeBTN.onClick.AddListener(delegate { CraftAnyItem(AxeBLP); });
    }

    void OpenToolsCategory()
    {
        craftingScreenUI.SetActive(false);
        toolsScreenUI.SetActive(true);
    }

    void CraftAnyItem(Blueprint blueprintToCraft)
    {
        //Add item into inventory
        InventorySystem.Instance.AddToInventory(blueprintToCraft.itemName);

        //Remove resources from inventory
        if(blueprintToCraft.numOfReqirements >= 1)
        {
            InventorySystem.Instance.RemoveItem(blueprintToCraft.Req1, blueprintToCraft.Req1Amount);
        }
      
        if(blueprintToCraft.numOfReqirements >= 2)
        {
            InventorySystem.Instance.RemoveItem(blueprintToCraft.Req2, blueprintToCraft.Req2Amount);
        }

        //Refresh List
        InventorySystem.Instance.ReCalculateList();

        RefreshNeededItems();
      
    }

    // Update is called once per frame
    void Update()
    {
        RefreshNeededItems();
      
        if (Input.GetKeyDown(KeyCode.C) && !isOpen)
        {
            Debug.Log("C is pressed");
            craftingScreenUI.SetActive(true);
            isOpen = true;
            Cursor.lockState = CursorLockMode.None;
        }
        else if (Input.GetKeyDown(KeyCode.C) && isOpen)
        {
            craftingScreenUI.SetActive(false);
            toolsScreenUI.SetActive(false);
            isOpen = false;

            if(!InventorySystem.Instance.isOpen)
            {
                Cursor.lockState = CursorLockMode.Locked;
            }
            //Cursor.lockState = CursorLockMode.Locked;
        }
    }

    private void RefreshNeededItems();
    {
        int stone_count = 0;
        int stick_count = 0;

        inventoryItemList = InventorySystem.Instance.itemList;

        foreach(string itemName in inventoryItemList)
        {
            switch(itemName)
            {
                case "Stone":
                    stone_count += 1;
                    break;
                case "Stick":
                    stick_count += 1;
                    break;
            }
        }

        //---- AXE ----//

        AxeReq1.text = "3 Stones [" + stone_count + "]";
        AxeReq2.text = "3 Sticks [" + stick_count + "]";

        if(stone_count >= 3 && stick_count >= 3)
        {
            craftAxeBTN.gameObject.SetActive(true);
        }

        else
        {
            craftAxeBTN.gameObject.SetActive(false);
        }
    }
}

thank you

Yes. You’re making typing mistakes. You don’t need us. Go fix your mistakes.

Remember: NOBODY here memorizes error codes. That’s not a thing. 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 complete error message contains everything you need to know to fix the error yourself.

The important parts of the 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)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

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.

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

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. If you want to learn, you MUST do Step 2.

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!

Finally, when you have errors, don’t post here… just go fix your errors!

I spy something wrong on line 117!

That may not be the only issue with your code, but at the very least it’ll get you one step closer to having no errors.

2 Likes

Also OP, just so you understand what you’re playing with here:

These things (inventory, shop systems, character customization, dialog tree systems, crafting, etc) are fairly tricky hairy beasts, definitely deep in advanced coding territory.

Inventory code never lives “all by itself.” All inventory code is EXTREMELY tightly bound to prefabs and/or assets used to display and present and control the inventory. Problems and solutions must consider both code and assets as well as scene / prefab setup and connectivity.

Inventories / shop systems / character selectors all contain elements of:

  • a database of items that you may possibly possess / equip
  • a database of the items that you actually possess / equip currently
  • perhaps another database of your “storage” area at home base?
  • persistence of this information to storage between game runs
  • presentation of the inventory to the user (may have to scale and grow, overlay parts, clothing, etc)
  • interaction with items in the inventory or on the character or in the home base storage area
  • interaction with the world to get items in and out
  • dependence on asset definition (images, etc.) for presentation

Just the design choices of such a system can have a lot of complicating confounding issues, such as:

  • can you have multiple items? Is there a limit?
  • if there is an item limit, what is it? Total count? Weight? Size? Something else?
  • are those items shown individually or do they stack?
  • are coins / gems stacked but other stuff isn’t stacked?
  • do items have detailed data shown (durability, rarity, damage, etc.)?
  • can users combine items to make new items? How? Limits? Results? Messages of success/failure?
  • can users substantially modify items with other things like spells, gems, sockets, etc.?
  • does a worn-out item (shovel) become something else (like a stick) when the item wears out fully?
  • etc.

Your best bet is probably to write down exactly what you want feature-wise. It may be useful to get very familiar with an existing game so you have an actual example of each feature in action.

Once you have decided a baseline design, fully work through two or three different inventory tutorials on Youtube, perhaps even for the game example you have chosen above.

Breaking down a large problem such as inventory:

If you want to see most of the steps involved, make a “micro inventory” in your game, something whereby the player can have (or not have) a single item, and display that item in the UI, and let the user select that item and do things with it (take, drop, use, wear, eat, sell, buy, etc.).

Everything you learn doing that “micro inventory” of one item will apply when you have any larger more complex inventory, and it will give you a feel for what you are dealing with.

Breaking down large problems in general:

1 Like

I have been having the same problem though on a simpler piece of code.

Wow. What a terrible tutorial. No timestamps and no easy access to the source code. It’s fairly normal to have some bad practices in a tutorial since it’s intended to teach the basics rather than focus on properly written code but this tutorial is just full of them.

For example he’s inheriting from MonoBehaviour for a class he doesn’t intend to use as a component, and he’s using the constructor which you’re not supposed to do for MonoBehaviour as it’s used internally by the engine.

Be careful what you take away from this tutorial. You’ll have a functioning game once you’ve perfectly entered everything from it but I wouldn’t assume anything the author has done should be done that way.

C# errors can be very hit or miss. In the error message the numbers in parenthesis say which line and character the error occurs on, but in this case the error isn’t reporting the location correctly. You have semicolon at the end of a class definition on line 117 that shouldn’t be there and it’s confusing the compiler.

1 Like

Make your own thread. Don’t dredge up an old and done thread unless it’s the exact same issue and you have something substantial to say.

2 Likes

The original poster was just making typing mistakes. If that’s what you’re doing too, then GO FIX THEM.

Remember: NOBODY here memorizes error codes. That’s not a thing. 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 complete error message contains everything you need to know to fix the error yourself.

The important parts of the 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)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

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.

Please don’t necro-post. If you have a new question, make a new post. It’s FREE!!

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven’t put effort into finding the documentation, why should we bother putting effort into replying?

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

  • Do not TALK about code without posting it.
  • Do NOT post unformatted code.
  • Do NOT retype code. Use copy/paste properly using code tags.
  • Do NOT post screenshots of code.
  • Do NOT post photographs of code.
  • ONLY post the relevant code, and then refer to it in your discussion.
1 Like