Hey guys i got this error two times , the “UnityEngine.Component”
Assets/Resources/NewScripts/weaponManager .js(258,27): BCE0019: ‘enabled’ is not member of 'UnityEngine.Component".
Assets/Resources/NewScripts/weaponManager .js(280,19): BCE0019: ‘enabled’ is not member of 'UnityEngine.Component".
The Script:
var weaponsInUse : GameObject[]; // used weapons, among which you can switch.
var weaponsInGame : GameObject[]; // all weapons, which could be used in game
var worldModels : Rigidbody[]; // just a prefab which could be instantiated when you drop weapon
var hit : RaycastHit;
var distance : float = 2.0;
var layerMaskWeapon : LayerMask;
var layerMaskAmmo : LayerMask;
var dropPosition : Transform;
var switchWeaponTime : float = 0.5;
@HideInInspector
var canSwitch : boolean = true;
@HideInInspector
var showWepGui : boolean = false;
@HideInInspector
var showAmmoGui : boolean = false;
private var equipped : boolean = false;
//@HideInInspector
//var i : int = 0;
//@HideInInspector
var weaponToSelect : int;
//@HideInInspector
var setElement : int;
//@HideInInspector
var weaponToDrop : int;
var mySkin : GUISkin;
var pickupSound : AudioClip;
private var textFromPickupScript : String = "";
private var notes : String = "";
private var note : String = "Press key <E> to pick up Ammo";
private var note2 : String = "Select appropriate weapon to pick up ammo";
function Start (){
weaponToSelect = 0;
DeselectWeapon();
}
function Update () {
if (Input.GetKeyDown("1") && weaponsInUse.length >= 1 && canSwitch && weaponToSelect != 0) {
DeselectWeapon();
weaponToSelect = 0;
} else if (Input.GetKeyDown("2") && weaponsInUse.length >= 2 && canSwitch && weaponToSelect != 1) {
DeselectWeapon();
weaponToSelect = 1;
}
if (Input.GetAxis("Mouse ScrollWheel") > 0 && canSwitch){
weaponToSelect++;
if (weaponToSelect > (weaponsInUse.length - 1)){
weaponToSelect = 0;
}
DeselectWeapon();
}
if (Input.GetAxis("Mouse ScrollWheel") < 0 && canSwitch){
weaponToSelect--;
if (weaponToSelect < 0){
weaponToSelect = weaponsInUse.length - 1;
}
DeselectWeapon();
}
var position = transform.parent.position;
var direction : Vector3 = transform.TransformDirection (Vector3.forward);
if (Physics.Raycast (position, direction, hit, distance, layerMaskWeapon.value)){
var prefab : WeaponIndex = hit.transform.GetComponent("WeaponIndex");
setElement = prefab.setWeapon;
showWepGui = true;
//if you want more than 2 weapons equip at the same time
if(weaponsInUse[0] != weaponsInGame[setElement] && weaponsInUse[1] != weaponsInGame[setElement]){ //&& weaponsInUse[2] != weaponsInGame[setElement] && weaponsInUse[3] != weaponsInGame[setElement]){
equipped = false;
}else{
equipped = true;
}
if(canSwitch){
if(!equipped && Input.GetKeyDown ("e")){
DropWeapon(weaponToDrop);
DeselectWeapon();
weaponsInUse[weaponToSelect] = weaponsInGame[setElement];
if(setElement == 8){
var pickupGOW1 : Pickup = hit.transform.GetComponent("Pickup");
addStickGrenades(pickupGOW1.amount);
}
Destroy(hit.collider.transform.parent.gameObject);
}else{
if(setElement == 8){
if(Input.GetKeyDown ("e")){
var pickupGOW : Pickup = hit.transform.GetComponent("Pickup");
addStickGrenades(pickupGOW.amount);
Destroy(hit.collider.transform.parent.gameObject);
}
}
}
}
}else{
showWepGui = false;
}
if (Physics.Raycast (position, direction, hit, distance, layerMaskAmmo.value)){
showAmmoGui = true;
if(hit.transform.CompareTag("Ammo")){
var pickupGO : Pickup = hit.transform.GetComponent("Pickup");
//ammo for pistols, rifles
if (pickupGO.pickupType == PickupType.Magazines) {
var mags : WeaponScriptNEW = weaponsInUse[weaponToSelect].gameObject.transform.GetComponent("WeaponScriptNEW");
if(mags != null && mags.firstMode != fireMode.launcher){
notes = "";
textFromPickupScript = note;
if(Input.GetKeyDown ("e")){
if(mags.ammoMode == Ammo.Magazines){
mags.magazines += pickupGO.amount;
}else{
mags.magazines += pickupGO.amount * mags.bulletsPerMag;
}
audio.clip = pickupSound;
audio.Play();
Destroy(hit.collider.gameObject);
}
}else{
textFromPickupScript = pickupGO.AmmoInfo;
notes = note2;
}
}
//ammo for Sniper rifle
if (pickupGO.pickupType == PickupType.SniperMagazines) {
var magsSniper : SniperScript = weaponsInUse[weaponToSelect].gameObject.transform.GetComponent("SniperScript");
if(magsSniper != null){
notes = "";
textFromPickupScript = note;
if(Input.GetKeyDown ("e")){
magsSniper.magazines += pickupGO.amount;
audio.clip = pickupSound;
audio.Play();
Destroy(hit.collider.gameObject);
}
}else{
textFromPickupScript = pickupGO.AmmoInfo;
notes = note2;
}
}
//ammo for weapon if second fireMode is luancher
if (pickupGO.pickupType == PickupType.Projectiles) {
var projectile : WeaponScriptNEW = weaponsInUse[weaponToSelect].gameObject.transform.GetComponent("WeaponScriptNEW");
if(projectile != null && projectile.secondMode == fireMode.launcher){
notes = "";
textFromPickupScript = note;
if(Input.GetKeyDown ("e")){
projectile.projectiles += pickupGO.amount;
audio.clip = pickupSound;
audio.Play();
Destroy(hit.collider.gameObject);
}
}else{
textFromPickupScript = pickupGO.AmmoInfo;
notes = note2;
}
}
//ammo for rocket launcher
if (pickupGO.pickupType == PickupType.Rockets) {
var rockets : WeaponScriptNEW = weaponsInUse[weaponToSelect].gameObject.transform.GetComponent("WeaponScriptNEW");
if(rockets != null && rockets.firstMode == fireMode.launcher){
notes = "";
textFromPickupScript = note;
if(Input.GetKeyDown ("e")){
rockets.projectiles += pickupGO.amount;
rockets.EnableProjectileRenderer();
audio.clip = pickupSound;
audio.Play();
Destroy(hit.collider.gameObject);
}
}else{
textFromPickupScript = pickupGO.AmmoInfo;
notes = note2;
}
}
//ammo for shotgun
if (pickupGO.pickupType == PickupType.Shells) {
var bullets : ShotGunScriptNEW = weaponsInUse[weaponToSelect].gameObject.transform.GetComponent("ShotGunScriptNEW");
if(bullets != null){
notes = "";
textFromPickupScript = note;
if(Input.GetKeyDown ("e")){
bullets.magazines += pickupGO.amount;
audio.clip = pickupSound;
audio.Play();
Destroy(hit.collider.gameObject);
}
}else{
textFromPickupScript = pickupGO.AmmoInfo;
notes = note2;
}
}
//pickup health
if (pickupGO.pickupType == PickupType.Health) {
textFromPickupScript = pickupGO.AmmoInfo;
notes = "";
if(Input.GetKeyDown ("e")){
var playerGO = GameObject.Find("Player");
var health : PlayerDamageNew = playerGO.gameObject.transform.GetComponent("PlayerDamageNew");
health.hitPoints += pickupGO.amount;
audio.clip = pickupSound;
audio.Play();
Destroy(hit.collider.gameObject);
}
}
}
}else{
showAmmoGui = false;
}
}
function addStickGrenades(amount : int){
yield WaitForSeconds(.5);
var stickGrenade : GrenadeScript = weaponsInGame[8].gameObject.transform.GetComponent("GrenadeScript");
stickGrenade.grenadeCount += amount;
stickGrenade.DrawWeapon();
}
function OnGUI(){
GUI.skin = mySkin;
var style1 = mySkin.customStyles[0];
if(showWepGui){
if(!equipped){
GUI.Label(Rect(Screen.width - (Screen.width/1.7),Screen.height - (Screen.height/1.4),800,100),"Press key << E >> to pickup weapon", style1);
}else{
GUI.Label(Rect(Screen.width - (Screen.width/1.7),Screen.height - (Screen.height/1.4),800,100),"Weapon is already equipped");
}
}
if(showAmmoGui){
GUI.Label(Rect(Screen.width - (Screen.width/1.7),Screen.height - (Screen.height/1.4),800,200), notes + "
" + textFromPickupScript, style1);
}
}
function DeselectWeapon(){
//Dectivate all weapon
for (var i : int = 0; i < weaponsInUse.length; i++){
weaponsInUse*.gameObject.SendMessage("Deselect", SendMessageOptions.DontRequireReceiver);*
_ var deactivate : Component = weaponsInUse*.gameObject.GetComponentsInChildren(MonoBehaviour);_
_ for (var d in deactivate) {_
_ var d : MonoBehaviour = d as MonoBehaviour;_
_ if (d)_
_ d.enabled = false;_
_ }_
_ weaponsInUse.gameObject.SetActiveRecursively(false);
}
Wait();
}
function Wait(){
canSwitch = false;
yield WaitForSeconds(switchWeaponTime);
SelectWeapon(weaponToSelect);
yield WaitForSeconds(switchWeaponTime);
canSwitch = true;
}
function SelectWeapon (i : int) {
//Activate selected weapon*
weaponsInUse*.gameObject.SetActiveRecursively(true);
var activate : Component[] = weaponsInUse.gameObject.GetComponentsInChildren(MonoBehaviour);
for (var a in activate) {
var a : MonoBehaviour = a as MonoBehaviour;
if (a)
a.enabled = true;
}
weaponsInUse.gameObject.SendMessage(“DrawWeapon”);
var temp : WeaponIndex = weaponsInUse.gameObject.transform.GetComponent(“WeaponIndex”);
weaponToDrop = temp.setWeapon;
}*
function DropWeapon(index : int){_
* for (var i : int = 0; i < worldModels.length; i++){*
* if (i == index){*
_ var drop : Rigidbody = Instantiate(worldModels*, dropPosition.transform.position, dropPosition.transform.rotation);
drop.AddRelativeForce(0,50,Random.Range(100, 200));
}
}
}*_