protected override void Awake()
{
base.Awake();
AddNetworkVariable (() => m_Move, x => m_Move = (Vector3)x);
AddNetworkVariable (() => m_Jump, x => m_Jump = (bool)x);
}
protected override void Awake()
{
base.Awake();
AddNetworkVariable (() => m_Move, x => m_Move = (Vector3)x);
AddNetworkVariable (() => m_Jump, x => m_Jump = (bool)x);
}
I dont understAND WHY GIVES THIS ERROR
assets/123ThirdPersonUserControl.cs(16,41): error CS0115: `UnityStandardAssets.Characters.ThirdPerson.ThirdPersonUserControl.Awake()’ is marked as an override but no suitable method found to override
…
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : NetworkedMonoBehavior
{
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
protected override void Awake()
{
base.Awake();
AddNetworkVariable (() => m_Move, x => m_Move = (Vector3)x);
AddNetworkVariable (() => m_Jump, x => m_JUmp = (bool)x);
}
protected override void Start() // Network
{
base.StartCoroutine ();
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
}
// get the third person character ( this should never be null due to require component )
m_Character = GetComponent<ThirdPersonCharacter>();
}
protected override void Update()
{
base.Update();
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
if (!OwnerId) {
m_Character.Move (m_Move, m_Jump);
return;
}
// read inputs
float h = CrossPlatformInputManager.GetAxis("Horizontal");
float v = CrossPlatformInputManager.GetAxis("Vertical");
bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character
if (m_Cam != null)
{
// calculate camera relative direction to move:
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
m_Move = v*m_CamForward + h*m_Cam.right;
}
else
{
// we use world-relative directions in the case of no main camera
m_Move = v*Vector3.forward + h*Vector3.right;
}
#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif
// pass all parameters to the character control script
m_Character.Move(m_Move, crouch, m_Jump);
m_Jump = false;
}
}
}
What is the question? If you want to know what "protected" or "override" mean, Google is your friend ["protected C#"][1] ["override C#"][2] [1]: https://msdn.microsoft.com/en-us/library/bcd5672a.aspx [2]: https://msdn.microsoft.com/en-us/library/ebca9ah3.aspx
– NoseKills