i have two scripts that i found online. one is a physics object and the other is a player platform controller. when i try to add the physics object to a game object its fine. when i try to add the platform controller it gives me this error
Physics Object
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PhysicsObject : MonoBehaviour
{
public float minGroundNormalY = .65f;
public float gravityModifier = 1f;
protected Vector2 targetVelocity;
protected bool grounded;
protected Vector2 groundNormal;
protected Rigidbody2D rb2d;
protected Vector2 velocity;
protected ContactFilter2D contactFilter;
protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16];
protected List<RaycastHit2D> hitBufferList = new List<RaycastHit2D>(16);
protected const float minMoveDistance = 0.001f;
protected const float shellRadius = 0.01f;
void OnEnable()
{
rb2d = GetComponent<Rigidbody2D>();
}
void Start()
{
contactFilter.useTriggers = false;
contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
contactFilter.useLayerMask = true;
}
void Update()
{
targetVelocity = Vector2.zero;
ComputeVelocity();
}
protected virtual void ComputeVelocity()
{
}
void FixedUpdate()
{
velocity += gravityModifier * Physics2D.gravity * Time.deltaTime;
velocity.x = targetVelocity.x;
grounded = false;
Vector2 deltaPosition = velocity * Time.deltaTime;
Vector2 moveAlongGround = new Vector2(groundNormal.y, -groundNormal.x);
Vector2 move = moveAlongGround * deltaPosition.x;
Movement(move, false);
move = Vector2.up * deltaPosition.y;
Movement(move, true);
}
void Movement(Vector2 move, bool yMovement)
{
float distance = move.magnitude;
if (distance > minMoveDistance)
{
int count = rb2d.Cast(move, contactFilter, hitBuffer, distance + shellRadius);
hitBufferList.Clear();
for (int i = 0; i < count; i++)
{
hitBufferList.Add(hitBuffer[i]);
}
for (int i = 0; i < hitBufferList.Count; i++)
{
Vector2 currentNormal = hitBufferList[i].normal;
if (currentNormal.y > minGroundNormalY)
{
grounded = true;
if (yMovement)
{
groundNormal = currentNormal;
currentNormal.x = 0;
}
}
float projection = Vector2.Dot(velocity, currentNormal);
if (projection < 0)
{
velocity = velocity - projection * currentNormal;
}
float modifiedDistance = hitBufferList[i].distance - shellRadius;
distance = modifiedDistance < distance ? modifiedDistance : distance;
}
}
rb2d.position = rb2d.position + move.normalized * distance;
}
}
Platform Controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerPlatformerController : PhysicsObject
{
public float maxSpeed = 7;
public float jumpTakeOffSpeed = 7;
private SpriteRenderer spriteRenderer;
private Animator animator;
// Use this for initialization
void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
}
protected override void ComputeVelocity()
{
Vector2 move = Vector2.zero;
move.x = Input.GetAxis("Horizontal");
if (Input.GetButtonDown("Jump") && grounded)
{
velocity.y = jumpTakeOffSpeed;
}
else if (Input.GetButtonUp("Jump"))
{
if (velocity.y > 0)
{
velocity.y = velocity.y * 0.5f;
}
}
bool flipSprite = (spriteRenderer.flipX ? (move.x > 0.01f) : (move.x < 0.01f));
if (flipSprite)
{
spriteRenderer.flipX = !spriteRenderer.flipX;
}
animator.SetBool("grounded", grounded);
animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);
targetVelocity = move * maxSpeed;
}
}