Help guys i dont know how to fix this. Im using unity 4 and i downloaded the bootcamp demo but i got some errors. The errors are:
Assets/Scripts/cutscenes/StartCutscene.js(20,40): BCE0018: The name ‘MouseLook’ does not denote a valid type (‘not found’).
Assets/Scripts/cutscenes/StartCutscene.js(68,83): BCE0018: The name ‘MouseLook’ does not denote a valid type (‘not found’).
Assets/Scripts/huds/GameQualitySettings.js(337,33): BCE0018: The name ‘SSAOEffect’ does not denote a valid type (‘not found’).
Assets/Scripts/misc/GameManager.js(136,26): BCE0018: The name ‘BlurEffect’ does not denote a valid type (‘not found’).
Assets/Scripts/misc/GameManager.js(143,60): BCE0018: The name ‘BlurEffect’ does not denote a valid type (‘not found’).
Assets/Scripts/misc/GameManager.js(147,75): BCE0018: The name ‘BlurEffect’ does not denote a valid type (‘not found’).
StartCutscene script:
#pragma strict
#pragma implicit
#pragma downcast
class StartCutscene extends MonoBehaviour
{
public var cutsceneCamera1 : GameObject;
public var cutsceneCamera2 : GameObject;
public var thirdPersonCamera : GameObject;
public var soldierRenderer : SkinnedMeshRenderer;
public var cutsceneMaterials : Material[];
public var thirdPersonMaterials : Material[];
public var soldierT : Transform;
private var loopFinished : boolean;
private var loading : boolean;
private var startRotation : Quaternion;
private var targetRotation : Quaternion;
private var currentState : float;
private var cameraController : MouseLook;
private var playedPoint : boolean;
public var coleague : Animation;
public var heliRef : Transform;
public var heliSound : AudioSource;
public var blurRef : Transform;
public var blurRefBack : Transform;
private var auxBundle : AssetBundle;
private var con : WWW;
static public var forestProgress : float;
public var sarge : SargeManager;
private var playedClearing : boolean;
private var timeToPlayRandom : float;
private var waitToPlayRandom : float = 20.0;
function OnEnable()
{
playedClearing = false;
timeToPlayRandom = waitToPlayRandom;
var go : GameObject = GameObject.Find("start_terrain");
var terrain : Terrain = go.GetComponent("Terrain") as Terrain;
terrain.treeMaximumFullLODCount = 15;
var auxCam : GameObject = GameObject.Find("StartCamera");
if(auxCam != null)
{
sarge = auxCam.GetComponent("SargeManager") as SargeManager;
}
animation.Play("intro_cutscene_1");
thirdPersonCamera.active = false;
cutsceneCamera1.active = true;
cutsceneCamera1.camera.enabled = true;
cutsceneCamera2.active = true;
loopFinished = false;
loading = false;
playedPoint = false;
currentState = 0.0;
targetRotation = Quaternion.Euler(3.931946, -86.54218, 0.0);
cameraController = thirdPersonCamera.GetComponent("MouseLook") as MouseLook;
if(soldierRenderer != null)
{
soldierRenderer.materials = cutsceneMaterials;
}
if(soldierT != null)
{
soldierT.localScale = Vector3.one;
soldierT.localPosition = Vector3.zero;
}
con = new WWW(StreamingController.baseAddress + "forest.unity3d");
sarge.ShowInstruction("good_morning");
sarge.ShowInstruction("menu");
}
function ChangeToThirdPersonCamera()
{
animation["intro_cutscene_2"].wrapMode = WrapMode.Loop;
animation.Play("intro_cutscene_2");
thirdPersonCamera.active = true;
thirdPersonCamera.camera.enabled = true;
cutsceneCamera1.active = false;
cutsceneCamera2.active = false;
var go : GameObject = GameObject.Find("start_terrain");
var terrain : Terrain = go.GetComponent("Terrain") as Terrain;
terrain.treeMaximumFullLODCount = 0;
if(soldierRenderer != null)
{
soldierRenderer.materials = thirdPersonMaterials;
}
if(soldierT != null)
{
soldierT.localScale = new Vector3(0.9, 0.9, 0.9);
soldierT.localPosition = new Vector3(0.1788807, -0.1774399, 0.3102949);
}
if(sarge != null)
{
sarge.ShowInstruction("mouse_look");
sarge.ShowInstruction("lz_woods");
}
}
function LoadingSceneLoop()
{
loopFinished = true;
}
function Update()
{
if(StreamingController.loadForest)
{
thirdPersonCamera.transform.localRotation = targetRotation;
return;
}
if(!loading)
{
if(GameManager.pause)
{
if(cameraController.enabled)
{
cameraController.enabled = false;
}
}
else
{
if(!cameraController.enabled)
{
cameraController.enabled = true;
}
}
}
if(StreamingController.loadForest)
{
if(heliSound.volume > 0.0)
{
heliSound.volume -= Time.deltaTime;
}
return;
}
if(con != null && !con.isDone)
{
forestProgress = con.progress;
}
if(!loading && thirdPersonCamera.active)
{
if(sarge != null)
{
timeToPlayRandom -= Time.deltaTime;
if(timeToPlayRandom <= 0.0)
{
timeToPlayRandom = waitToPlayRandom;
var aux : int = Random.Range(0, 2);
if(aux == 0)
{
sarge.ShowInstruction("wait1");
}
else
{
sarge.ShowInstruction("wait2");
}
}
}
}
if(loopFinished && !loading)
{
if(con != null)
{
if(con.isDone)
{
auxBundle = con.assetBundle;
forestProgress = 1.0;
loading = true;
playedPoint = false;
cameraController.enabled = false;
currentState = 0.0;
startRotation = thirdPersonCamera.transform.localRotation;
con.Dispose();
con = null;
}
}
}
else if(loading)
{
if(!playedPoint)
{
currentState += Time.deltaTime;
thirdPersonCamera.transform.localRotation = Quaternion.Slerp(startRotation, targetRotation, currentState);
thirdPersonCamera.camera.fieldOfView = Mathf.Lerp(60, 45, currentState);
cameraController.enabled = false;
if(currentState >= 1.0)
{
playedPoint = true;
coleague.Play("CS_Pointing");
}
}
else
{
if(!playedClearing && coleague["CS_Pointing"].normalizedTime > 0.4)
{
playedClearing = true;
if(sarge != null)
{
sarge.ShowInstruction("see_clearing");
}
}
if(coleague["CS_Pointing"].normalizedTime > 0.99)
{
loopFinished = false;
loading = false;
StreamingController.loadForest = true;
}
}
}
}
}
GameQualitySettingsScript:
#pragma strict
#pragma implicit
#pragma downcast
class SceneSettings
{
//SCENE SETTINGS
public var sceneInitialized : boolean = false;
public var detailObjectDistance : float;
public var detailObjectDensity : float;
public var treeDistance : float;
public var nearTerrainPixelError : float;
public var terrainTreesBillboardStart : float;
public var maxMeshTrees : int;
public var heightmapMaximumLOD : int;
}
class AmbientParticleSettings {
var minSize : float;
var maxSize : float;
var minEmission : float;
var maxEmission : float;
};
class GameQualitySettings extends MonoBehaviour
{
//HAVE WE TAKE CURRENT GAME SETTINGS
static private var initializedGameSettings : boolean;
static private var _dynamicObjectsFarClip : float;
static public var scenes : SceneSettings[];
//GAME SETTINGS
static public var overallQuality : int;
static public var shadowDistance : float;
static public var masterTextureLimit : int;
static public var anisotropicFiltering : boolean;
static public var particleQualityMultiplier : float = 1.0;
static private var _particleQualityMultiplier : float = 1.0;
//FULLSCREEN EFFECTS
static public var colorCorrection : boolean = true;
static private var _colorCorrection : boolean = true;
static public var bloomAndFlares : boolean = true;
static private var _bloomAndFlares : boolean = true;
static public var sunShafts : boolean = true;
static private var _sunShafts : boolean = true;
static public var depthOfField : boolean = true;
static private var _depthOfField : boolean = true;
static public var depthOfFieldAvailable : boolean = true;
static private var _depthOfFieldAvailable : boolean = true;
static public var ssao : boolean = false;
static private var _ssao : boolean = false;
static public var clouds : boolean = true;
static private var _clouds : boolean = true;
static public var underwater : boolean = true;
static private var _underwater : boolean = true;
//END FULLSCREEN EFFECTS
// WATER
static private var _water : int = 1;
static public var water : int = 1;
static public var ambientParticles : boolean = true;
static private var _ambientParticles : boolean = true;
//RESET PER SCENE (MULTIPLY BASE DISTANCE EVERY TIME SCENE START)
static public var dynamicObjectsFarClip : float = 0.55;
static public var _dynamicLayersRange : Vector2;
static public var _staticLayersRange : Vector2;
static public var currentRenderingPath : RenderingPath;
static public var currentDepthTextureMode : DepthTextureMode;
//LOCAL, PER SCENE, PROPERTIES
public var cameras : Camera[];
public var dynamicLayers : int[];
public var dynamicLayersRange : Vector2;
public var staticLayersRange : Vector2;
public var nearTerrain : Terrain;
public var ambientParticleObjects : GameObject[];
private var _ambientParticleObjectSettings : Array;
public var lights : Light[];
public var mainMenu : boolean = false;
function Start ()
{
_dynamicLayersRange = dynamicLayersRange;
_staticLayersRange = staticLayersRange;
_ambientParticles = ambientParticles;
_ambientParticleObjectSettings = new Array();
for(var go : GameObject in ambientParticleObjects)
{
var setting : AmbientParticleSettings = new AmbientParticleSettings();
if(go) {
setting.minSize = go.particleEmitter.minSize;
setting.maxSize = go.particleEmitter.maxSize;
setting.minEmission = go.particleEmitter.minEmission;
setting.maxEmission = go.particleEmitter.maxEmission;
}
_ambientParticleObjectSettings.Push(setting);
}
InitializeGameSettings();
InitializeSceneSettings();
InitializeQualitySettings(QualitySettings.currentLevel);
InitializeCameraSettings();
AutoChooseQualityLevel ();
}
function AutoChooseQualityLevel ()
{
var shaderLevel = SystemInfo.graphicsShaderLevel;
var fillrate = SystemInfo.graphicsPixelFillrate;
var vram = SystemInfo.graphicsMemorySize;
var cpus = SystemInfo.processorCount;
if (fillrate < 0)
{
if (shaderLevel < 10)
fillrate = 1000;
else if (shaderLevel < 20)
fillrate = 1300;
else if (shaderLevel < 30)
fillrate = 2000;
else
fillrate = 3000;
if (cpus >= 6)
fillrate *= 3;
else if (cpus >= 3)
fillrate *= 2;
if (vram >= 512)
fillrate *= 2;
else if (vram <= 128)
fillrate /= 2;
}
var resx = Screen.width;
var resy = Screen.height;
var fillneed : float = (resx*resy + 400*300) * (30.0 / 1000000.0);
var levelmult : float[] = [5.0, 30.0, 80.0, 130.0, 200.0, 320.0];
var level = 0;
while (level < QualityLevel.Fantastic && fillrate > fillneed * levelmult[level+1])
++level;
//print (String.Format("{0}x{1} need {2} has {3} = {4} level", resx, resy, fillneed, fillrate, level));
overallQuality = level;
UpdateAllSettings ();
}
function InitializeQualitySettings(qualityLevel : int)
{
ApplyCustomQualityLevel (qualityLevel);
_ambientParticles = ambientParticles;
if(ambientParticleObjects != null)
{
for(var k : int = 0; k < ambientParticleObjects.length; k++)
{
if(ambientParticleObjects[k] == null) continue;
if(ambientParticleObjects[k].name == "dust" || ambientParticleObjects[k].name == "leaves") continue;
ambientParticleObjects[k].SetActiveRecursively(ambientParticles);
}
}
if(_particleQualityMultiplier != particleQualityMultiplier)
{
UpdateAmbientParticleQuality();
}
}
function UpdateAmbientParticleQuality()
{
if(_particleQualityMultiplier != particleQualityMultiplier)
{
_particleQualityMultiplier = particleQualityMultiplier;
for(var k : int = 0; k < ambientParticleObjects.length; k++)
{
var setting : AmbientParticleSettings = _ambientParticleObjectSettings[k] as AmbientParticleSettings;
if(ambientParticleObjects[k] == null) continue;
if(!ambientParticleObjects[k].active) continue;
ambientParticleObjects[k].particleEmitter.minSize = setting.minSize*_particleQualityMultiplier;
ambientParticleObjects[k].particleEmitter.maxSize = setting.maxSize*_particleQualityMultiplier;
ambientParticleObjects[k].particleEmitter.minEmission = setting.minEmission*_particleQualityMultiplier;
ambientParticleObjects[k].particleEmitter.maxEmission = setting.maxEmission*_particleQualityMultiplier;
}
}
}
function InitializeGameSettings()
{
if(initializedGameSettings) return;
//If we are running the game first time, we need to take the current game quality settings
initializedGameSettings = true;
overallQuality = QualitySettings.currentLevel;
shadowDistance = QualitySettings.shadowDistance;
masterTextureLimit = QualitySettings.masterTextureLimit;
anisotropicFiltering = (QualitySettings.anisotropicFiltering == AnisotropicFiltering.ForceEnable);
}
function InitializeSceneSettings()
{
if(scenes == null)
{
scenes = new SceneSettings[3];
for(var i : int = 0; i < 3; i++)
{
scenes *= new SceneSettings();*
-
}* -
}* -
var currentScene : int;// = Application.loadedLevel;*
if(Application.loadedLevelName == “demo_start_cutscene”)
{
currentScene = 0;
}
else if(Application.loadedLevelName == “demo_forest”)
{
currentScene = 1;
}
else if(Application.loadedLevelName == “demo_industry”)
{
currentScene = 2;
}
-
var cur = scenes[currentScene];* -
if(!cur.sceneInitialized)* -
{* -
//If this is the first time we entered this level, we need to take the current settings* -
//into account...* -
//cur.fogDensity = RenderSettings.fogDensity;* -
if(nearTerrain != null)* -
{* -
cur.detailObjectDistance = Mathf.Clamp(nearTerrain.detailObjectDistance, 0.0, 50.0);* -
cur.detailObjectDensity = Mathf.Clamp(nearTerrain.detailObjectDensity, 0.0, 1.0);* -
cur.treeDistance = Mathf.Clamp(nearTerrain.treeDistance, 200.0, 400.0);* -
cur.nearTerrainPixelError = Mathf.Clamp(nearTerrain.heightmapPixelError, 5.0, 50.0);* -
cur.terrainTreesBillboardStart = Mathf.Clamp(nearTerrain.treeBillboardDistance, 10.0, 70.0);* -
cur.maxMeshTrees = Mathf.Clamp(nearTerrain.treeMaximumFullLODCount, 5, 60);* -
cur.heightmapMaximumLOD = nearTerrain.heightmapMaximumLOD;* -
}* -
}* -
else* -
{* -
//If we have already entered the level, we overwrite current scene settings as* -
//the user may have changed some settings...* -
//RenderSettings.fogDensity = cur.fogDensity;* -
if(nearTerrain != null)* -
{* -
nearTerrain.detailObjectDistance = cur.detailObjectDistance;* -
nearTerrain.detailObjectDensity = cur.detailObjectDensity;* -
nearTerrain.treeDistance = cur.treeDistance;* -
nearTerrain.heightmapPixelError = cur.nearTerrainPixelError;* -
nearTerrain.treeBillboardDistance = cur.terrainTreesBillboardStart;* -
nearTerrain.treeMaximumFullLODCount = cur.maxMeshTrees;* -
nearTerrain.heightmapMaximumLOD = cur.heightmapMaximumLOD;* -
}* -
}* -
}*
-
function InitializeCameraSettings()*
-
{*
-
_dynamicObjectsFarClip = dynamicObjectsFarClip;*
_colorCorrection = colorCorrection;
_bloomAndFlares = bloomAndFlares;
_sunShafts = sunShafts;
_depthOfField = depthOfField;
_ssao = ssao;
_clouds = clouds;
_underwater = underwater;
_depthOfFieldAvailable = depthOfFieldAvailable;
-
_water = water;* -
if(_particleQualityMultiplier != particleQualityMultiplier)* -
{ * -
UpdateAmbientParticleQuality();* -
}* -
if(cameras != null)* -
{* -
var distances : float[] = new float[32];* -
if(dynamicLayers != null)* -
{*
_ var dynamicDistance : float = (dynamicObjectsFarClip * (dynamicLayersRange.y - dynamicLayersRange.x)) + dynamicLayersRange.x;_
-
for(var d : int = 0; d < dynamicLayers.Length; d++)* -
{* -
if(dynamicLayers[d] >= 0 && dynamicLayers[d] < 32)* -
{* -
distances[dynamicLayers[d]] = dynamicDistance;* -
}* -
}* -
}*
var cCorrection : ColorCorrectionCurves;
var bloomFlares : BloomAndFlares;
var shafts : SunShafts;
var depth : DepthOfField;
var screenSpaceAO : SSAOEffect;
//var cloud : CloudEffects;
//var water : ???
-
if(cameras.length > 0)* -
{* -
for(var c : int = 0; c < cameras.length; c++)* -
{* -
if(cameras*
```c
-
== null) continue;
cameras[c].layerCullDistances = distances; cameras[c].renderingPath = currentRenderingPath; cameras[c].depthTextureMode = currentDepthTextureMode; cCorrection = cameras[c].GetComponent("ColorCorrectionCurves"); if(cCorrection != null) cCorrection.enabled = colorCorrection; bloomFlares = cameras[c].GetComponent("BloomAndFlares"); if(bloomFlares != null) bloomFlares.enabled = bloomAndFlares; shafts = cameras[c].GetComponent("SunShafts"); if(shafts != null) shafts.enabled = sunShafts; if(shafts && currentDepthTextureMode == DepthTextureMode.None) { (shafts as SunShafts).useDepthTexture = false; } else if(shafts) (shafts as SunShafts).useDepthTexture = true; depth = cameras[c].GetComponent("DepthOfField"); if(depth != null ) depth.available = depthOfFieldAvailable; screenSpaceAO = cameras[c].GetComponent("SSAOEffect"); if(screenSpaceAO != null) screenSpaceAO.enabled = ssao; //cloud = cameras[c].GetComponent("CloudEffects"); //if(cloud != null) cloud.enabled = clouds; } } if(lights != null) { for(var l : int = 0; l < lights.length; l++) { if(lights[l] == null) continue; lights[l].shadowStrength = (currentRenderingPath == RenderingPath.DeferredLighting) ? 0.75 : 0.65; } } } } function Update() { if(GameManager.pause || mainMenu) { UpdateAllSettings (); } } function UpdateAllSettings () { UpdateGameQuality(); UpdateSceneQuality(); UpdateCameraSettings(); } function ApplyCustomQualityLevel(qualityLevel : int) { var dObjectDistance : float = 50.0; var dObjectDensity : float = 1.0; var nPError : float = 5.0; var tDistance : float = 400.0; var lod : int = 2; var billboards : float = 70.0; var mTrees : int = 60; var fPError : float = 5.0; switch(qualityLevel) { case 0: //FASTEST ambientParticles = false; particleQualityMultiplier = 0.0; dynamicObjectsFarClip = 0.0; dObjectDistance = 0.0; dObjectDensity = 0.0; nPError = 50.0; tDistance = 200.0; lod = 2; billboards = 10.0; mTrees = 5; fPError = 50.0; currentRenderingPath = RenderingPath.VertexLit; currentDepthTextureMode = DepthTextureMode.None; colorCorrection = false; bloomAndFlares = false; sunShafts = false; depthOfField = false; ssao = false; clouds = false; underwater = false; water = 0; break; case 1: //FAST ambientParticles = false; particleQualityMultiplier = 0.2; dynamicObjectsFarClip = 0.2; dObjectDistance = 10.0; dObjectDensity = 0.1; nPError = 41.0; tDistance = 240.0; lod = 2; billboards = 22.0; mTrees = 16.0; fPError = 41.0; currentRenderingPath = RenderingPath.Forward; currentDepthTextureMode = DepthTextureMode.None; colorCorrection = true; bloomAndFlares = false; sunShafts = false; depthOfField = false; ssao = false; clouds = false; underwater = false; water = 0; break; case 2: //SIMPLE ambientParticles = false; particleQualityMultiplier = 0.3; dynamicObjectsFarClip = 0.4; dObjectDistance = 20.0; dObjectDensity = 0.3; nPError = 32.0; tDistance = 280.0; lod = 1; billboards = 34.0; mTrees = 27.0; fPError = 32.0; currentRenderingPath = RenderingPath.Forward; currentDepthTextureMode = DepthTextureMode.None; colorCorrection = true; bloomAndFlares = false; sunShafts = false; depthOfField = false; ssao = false; clouds = false; underwater = false; water = 0; break; case 3: //GOOD ambientParticles = false; particleQualityMultiplier = 0.4; dynamicObjectsFarClip = 0.6; dObjectDistance = 35.0; dObjectDensity = 0.4; nPError = 23.0; tDistance = 320.0; lod = 1; billboards = 46.0; mTrees = 38.0; fPError = 23.0; currentRenderingPath = RenderingPath.Forward; currentDepthTextureMode = DepthTextureMode.None; colorCorrection = true; bloomAndFlares = true; sunShafts = true; depthOfField = false; ssao = false; clouds = false; underwater = false; water = 0; break; case 4: //BEAUTIFUL ambientParticles = true; particleQualityMultiplier = 0.5; dynamicObjectsFarClip = 0.8; dObjectDistance = 40.0; dObjectDensity = 0.6; nPError = 14.0; tDistance = 360.0; lod = 0; billboards = 58.0; mTrees = 49.0; fPError = 14.0; currentRenderingPath = RenderingPath.DeferredLighting; currentDepthTextureMode = DepthTextureMode.Depth; colorCorrection = true; bloomAndFlares = true; sunShafts = true; depthOfField = true; ssao = false; clouds = true; underwater = true; water = 1; break; case 5: //FANTASTIC ambientParticles = true; particleQualityMultiplier = 1.0; dynamicObjectsFarClip = 1.0; dObjectDistance = 50.0; dObjectDensity = 1.0; nPError = 5.0; tDistance = 400.0; lod = 0; billboards = 70.0; mTrees = 60; fPError = 5.0; currentRenderingPath = RenderingPath.DeferredLighting; currentDepthTextureMode = DepthTextureMode.Depth; colorCorrection = true; bloomAndFlares = true; sunShafts = true; depthOfField = true; ssao = false; clouds = true; underwater = true; water = 1; break; } if(scenes != null) { for(var i : int = 0; i < scenes.length; i++) { scenes*.sceneInitialized = true; scenes*.detailObjectDistance = dObjectDistance; scenes*.detailObjectDensity = dObjectDensity; scenes*.nearTerrainPixelError = nPError; scenes*.treeDistance = tDistance; scenes*.heightmapMaximumLOD = lod; scenes*.terrainTreesBillboardStart = billboards; scenes*.maxMeshTrees = mTrees; } } } private function UpdateGameQuality() { if(QualitySettings.currentLevel != overallQuality) { QualitySettings.currentLevel = overallQuality; initializedGameSettings = false; ApplyCustomQualityLevel(overallQuality); InitializeGameSettings(); } else { if(QualitySettings.shadowDistance != shadowDistance) { QualitySettings.shadowDistance = shadowDistance; } if(QualitySettings.masterTextureLimit != masterTextureLimit) { QualitySettings.masterTextureLimit = masterTextureLimit; } if((QualitySettings.anisotropicFiltering == AnisotropicFiltering.ForceEnable) != anisotropicFiltering) { if(anisotropicFiltering) { QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable; } else { if(overallQuality < 2) { QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable; } else { QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable; } } } } } private function UpdateSceneQuality() { if(scenes == null) return; var currentScene : int;// = Application.loadedLevel; if(Application.loadedLevelName == "demo_start_cutscene") { currentScene = 0; } else if(Application.loadedLevelName == "demo_forest") { currentScene = 1; } else if(Application.loadedLevelName == "demo_industry") { currentScene = 2; } if(currentScene < 0 || currentScene >= scenes.Length) return; var cur = scenes[currentScene]; if(cur == null) return; if(nearTerrain != null) { if (nearTerrain.detailObjectDistance != cur.detailObjectDistance) nearTerrain.detailObjectDistance = cur.detailObjectDistance; if (nearTerrain.detailObjectDensity != cur.detailObjectDensity) nearTerrain.detailObjectDensity = cur.detailObjectDensity; if (nearTerrain.treeDistance != cur.treeDistance) nearTerrain.treeDistance = cur.treeDistance; if (nearTerrain.heightmapPixelError != cur.nearTerrainPixelError) nearTerrain.heightmapPixelError = cur.nearTerrainPixelError; if (nearTerrain.treeBillboardDistance != cur.terrainTreesBillboardStart) nearTerrain.treeBillboardDistance = cur.terrainTreesBillboardStart; if (nearTerrain.treeMaximumFullLODCount != cur.maxMeshTrees) nearTerrain.treeMaximumFullLODCount = cur.maxMeshTrees; if (nearTerrain.heightmapMaximumLOD != cur.heightmapMaximumLOD) nearTerrain.heightmapMaximumLOD = cur.heightmapMaximumLOD; } if(_ambientParticles != ambientParticles) { _ambientParticles = ambientParticles; if(ambientParticleObjects != null) { for(var k : int = 0; k < ambientParticleObjects.length; k++) { if(ambientParticleObjects[k] == null) continue; if(ambientParticleObjects[k].name == "dust" || ambientParticleObjects[k].name == "leaves") continue; ambientParticleObjects[k].SetActiveRecursively(ambientParticles); } } } } private function UpdateCameraSettings() { if((_dynamicObjectsFarClip != dynamicObjectsFarClip) || (_colorCorrection != colorCorrection) || (_bloomAndFlares != bloomAndFlares) || (_sunShafts != sunShafts) || (_depthOfField != depthOfField) || (_depthOfFieldAvailable != depthOfFieldAvailable) || (_ssao != ssao) || (_clouds != clouds) || (_underwater != underwater) || (_water != water) || (_particleQualityMultiplier != particleQualityMultiplier) ) { InitializeCameraSettings(); } }}
GameManager.js
#pragma strict
#pragma implicit
#pragma downcast
class GameManager extends MonoBehaviour
{
public var gamePlaySoldier : GameObject;
public var soldierSmoke : ParticleEmitter;
public var sarge : SargeManager;
static public var receiveDamage : boolean;
static public var pause : boolean;
static public var scores : boolean;
static public var time : float;
static public var running;
public var menu : MainMenuScreen;
public var PauseEffectCameras : Camera[];
private var _paused : boolean;
function Start()
{
TrainingStatistics.ResetStatistics();
Screen.lockCursor = true;
running = false;
pause = false;
scores = false;
_paused = false;
time = 0.0;
var auxT : Transform;
var hasCutscene : boolean = false;
for(var i : int = 0; i < transform.childCount; i++)
{
auxT = transform.GetChild(i);
if(auxT.name == "Cutscene")
{
if(auxT.gameObject.active)
{
hasCutscene = true;
break;
}
}
}
if(!hasCutscene)
{
StartGame();
}
}
function CutsceneStart()
{
gamePlaySoldier.SetActiveRecursively(false);
}
function Update()
{
if(!pause && running) time += Time.deltaTime;
if(Input.GetKeyDown(KeyCode.M) || Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown(KeyCode.P))
{
pause = !pause;
menu.visible = pause;
if(pause)
{
Time.timeScale = 0.00001;
}
else
{
Time.timeScale = 1.0;
}
}
if(_paused != pause)
{
_paused = pause;
CameraBlur(pause);
for(var i : int = 0; i < PauseEffectCameras.Length; i++)
{
var cam : Camera = PauseEffectCameras*;
if (cam == null) continue;
if (cam.name != "radar_camera") continue;
cam.enabled = !pause;
}
}
Screen.lockCursor = !pause && !scores;
}
function StartGame()
{
running = true;
if(gamePlaySoldier != null)
{
if(!gamePlaySoldier.active)
{
gamePlaySoldier.SetActiveRecursively(true);
}
}
if(soldierSmoke != null)
{
if(GameQualitySettings.ambientParticles)
{
soldierSmoke.emit = true;
}
}
if(sarge != null && Application.loadedLevelName == "demo_forest")
{
sarge.ShowInstruction("instructions");
sarge.ShowInstruction("instructions2");
sarge.ShowInstruction("instructions3");
sarge.ShowInstruction("instructions4");
sarge.ShowInstruction("instructions5");
sarge.ShowInstruction("additional_instructions");
}
}
function CameraBlur(state : boolean)
{
if(PauseEffectCameras == null) return;
if(PauseEffectCameras.Length <= 0) return;
var blurEffect : BlurEffect;
for(var i : int = 0; i < PauseEffectCameras.Length; i++)
{
var cam : Camera = PauseEffectCameras*;
if (cam == null) continue;
blurEffect = cam.GetComponent("BlurEffect") as BlurEffect;
if (blurEffect == null)
{
blurEffect = cam.gameObject.AddComponent("BlurEffect") as BlurEffect;
blurEffect.iterations = cam.gameObject.name.IndexOf("radar") != -1 ? 1 : 2;
blurEffect.blurSpread = 0.4;
}
blurEffect.enabled = state;
}
}
}*
```
I dont know why i have these errors. I mean i have all the MouseLook script thing but what do they mean by it is not found?
– joelshen7Bootcamp should be imported into a blank project with no other assets in there.
– EliteMossy