it says, that this script already has a definition for HitWeapons what am i doing wrong?
please give the answer in C#
public GameObject SelectedWeapon;
public GameObject LastSelectedWeapon;
public GameObject GunHolder;
public int PickupDistance = 6;
public int O = 0;
private bool HitWeapons = false;
private Ray ray;
private RaycastHit hit;
// Use this for initialization
void Start ()
{
GunHolder = GameObject.FindWithTag("GunHolder");
}
// Update is called once per frame
void Update ()
{
ray = transform.camera.ScreenPointToRay (new Vector3(Screen.width / 2, Screen.height / 2, 0));
HitWeapons = true;
if(Physics.Raycast(ray, hit, PickupDistance))
{
if(hit.collider.gameObject.tag == "PickUp")
{
HitWeapons = false;
SelectedWeapon = hit.collider.gameObject;
isEquipped : boolean = CheckWeapons();
if(lastSelectedWeapon != selectedWeapon)
{
if(lastSelectedWeapon != null)
{
lastSelectedWeapon.GetComponent("SelectableWeapon").unSelect();
lastSelectedWeapon = selectedWeapon;
selectedWeapon.GetComponent("SelectableWeapon").select(isEquipped);
}
}
}
}
if(!HitWeapons)
{
if(lastSelectedWeapon != null)
{
lastSelectedWeapon.GetComponent("SelectableWeapon").unSelect();
selectedWeapon = null;
lastSelectedWeapon = null;
}
}
if(selectedWeapon && Input.GetButtonDown("Pickup"))
{
if(gunscript.takingOut)
{
return;
for(i = O ; i < playerWeapons.weapons.length; i++)
{
if(playerWeapons.weapons *== selectedWeapon.GetComponent(SelectableWeapon).weapon)*
{
return;
}
playerWeapons.weapons[playerWeapons.selectedWeapon].gameObject.BroadcastMessage(“deselectWeapon”);
playerWeapons.weapons[playerWeapons.selectedWeapon] = selectedWeapon.GetComponent(SelectableWeapon).weapon;
playerWeapons.SelectWeapon(playerWeapons.selectedWeapon);
selectedWeapon.GetComponent(“SelectableWeapon”).select(true);
}
}
}
}
void CheckWeapons ()
{
for (i = O; i < playerWeapons.weapons.length; i++)
{
if (playerWeapons.weapons == selectedWeapon.GetComponent(“SelectableWeapon”).weapon)
{
return true;
}
}
return false;
}
void HitWeapons ()
{
if(Physics.Raycast(ray, hit, PickupDistance))
{
if(hit.collider.gameObject.tag == “Weapons”)
{
RayHitWeapon = true;
}
}
if(Physics.Raycast(ray, hit, PickupDistance))
{
if(!hit.collider.gameObject.tag == “Weapons”)
{
RayHitWeapon = false;
}
}
}