Hi im keep getting BCE0043: Unexpected token: … for the List.
import System.Collections.Generic;
@HideInInspector
var pLimbs : List.;
var target : Transform;
var pReachLimb : Transform;
var elbowTarget : Transform;
var IsEnabled : boolean = true;
var debug : boolean = true;
var transition : float = 1.0;
private var startRotations : List.;
private var targetRelativeStartPosition : Vector3;
private var elbowTargetRelativeStartPosition : Vector3;
private var pIk : GameObject;
function Start(){
pLimbs.Clear();
pLimbs.Add(transform);
pLimbs.Add(pReachLimb);
pLimbs.Add(pReachLimb);
while (pLimbs[1] != null && pLimbs[1].parent.transform != pLimbs[0]) {
pLimbs[1] = pLimbs[1].parent.transform;
}
pIk = new GameObject(name+"-ik");
pIk.transform.parent = null;
var i : int = 0;
startRotations = new List.();
startRotations.Clear();
for (i = 0; i < pLimbs.Count; i++) {
startRotations.Add(pLimbs*.rotation);*
}
targetRelativeStartPosition = target.position - pLimbs[0].position;
if (elbowTarget != null) {
elbowTargetRelativeStartPosition = elbowTarget.position - pLimbs[0].position;
} else {
elbowTargetRelativeStartPosition = Vector3(0,0,0);
}
}
function LateUpdate () {
if (!IsEnabled){
return;
}
CalculateIK2();
}
function CalculateIK2(){
//Lengths and distances.
var i : int = 0;
var lengths : List. = new List.();
lengths.Clear();
var totalLength : float = 0;
var distance : float = Vector3.Distance(pLimbs[0].position, pLimbs[pLimbs.Count-1].position);
pIk.transform.parent = null;
pLimbs[0] = transform;
pLimbs[1] = pReachLimb;
pLimbs[2] = pReachLimb;
while (pLimbs[1] != null && pLimbs[1].parent.transform != pLimbs[0]) {
pLimbs[1] = pLimbs[1].parent.transform;
}
if (pLimbs[2].parent.transform != pLimbs[1]) {
if (!pLimbs[1].GetComponent(“ikLimb”)) {
pLimbs[1].gameObject.AddComponent(“ikLimb”);
pLimbs[1].GetComponent.().pLimbs = new List.();
pLimbs[1].GetComponent.().pLimbs.Clear();
}
pLimbs[1].GetComponent.().target = target;
pLimbs[1].GetComponent.().elbowTarget = elbowTarget;
pLimbs[1].GetComponent.().IsEnabled = IsEnabled;
pLimbs[1].GetComponent.().debug = debug;
pLimbs[1].GetComponent.().transition = transition;
pLimbs[1].GetComponent.().pReachLimb = pReachLimb;
}
for (i = 0; i < pLimbs.Count-1; i++) {
lengths.Add(Vector3.Distance(pLimbs*.position, pLimbs[i+1].position));*
totalLength += Vector3.Distance(pLimbs*.position, pLimbs[i+1].position);*
}
distance = Mathf.Min(distance, totalLength-0.0001);
var adj : float = (Mathf.Pow(lengths[0],2) - Mathf.Pow(lengths[1],2) + Mathf.Pow(distance,2))/(2*distance);
//Debug.Log(adj);
var ikAng : float = Mathf.Acos(adj/lengths[0]) * Mathf.Rad2Deg;
var targetPos : Vector3 = target.position;
var elbowPos : Vector3;
if (elbowTarget != null) {
elbowPos = elbowTarget.position;
} else {
elbowPos = Vector3(0,0,0);
}
//Parents
var parents : List. = new List.();
parents.Clear();
for (i = 0; i < pLimbs.Count; i++) {
parents.Add(pLimbs*.parent);*
}
//Scales
var scales : List. = new List.();
scales.Clear();
for (i = 0; i < pLimbs.Count; i++) {
scales.Add(pLimbs*.localScale);*
}
//Position
var positions : List. = new List.();
positions.Clear();
for (i = 0; i < pLimbs.Count; i++) {
positions.Add(pLimbs*.localPosition);*
}
//Position
var rotations : List. = new List.();
rotations.Clear();
for (i = 0; i < pLimbs.Count; i++) {
rotations.Add(pLimbs*.rotation);*
}
target.position = targetRelativeStartPosition + pLimbs[0].position;
if (elbowTarget != null) {
elbowTarget.position = elbowTargetRelativeStartPosition + pLimbs[0].position;
}
for (i = 0; i < pLimbs.Count; i++) {
pLimbs_.rotation = startRotations*;
}*_
pIk.transform.position = pLimbs[0].position;
pIk.transform.LookAt(targetPos, elbowPos - pIk.transform.position);
var axisCorrections : List. = List.();
axisCorrections.Clear();
for (i = 0; i < pLimbs.Count; i++) {
axisCorrections.Add(new GameObject(pLimbs*.name+“AxisCorrection”));*
}
for (i = 0; i < pLimbs.Count; i++) {
axisCorrections_.transform.position = pLimbs*.position;
if (i != pLimbs.Count-1) {_
_axisCorrections.transform.LookAt(pLimbs[i+1].position, pIk.transform.root.up);
}
if (i == 0) {_
_axisCorrections.transform.parent = pIk.transform;
} else {_
_axisCorrections.transform.parent = axisCorrections[i-1].transform;
}
pLimbs.parent = axisCorrections.transform;
}*_
target.position = targetPos;
if (elbowTarget != null) {
elbowTarget.position = elbowPos;
}
if (elbowTarget != null) {
axisCorrections[0].transform.LookAt(target,elbowTarget.position - axisCorrections[0].transform.position);
axisCorrections[0].transform.localRotation.eulerAngles.x -= ikAng;
axisCorrections[1].transform.LookAt(target,elbowTarget.position - axisCorrections[0].transform.position);
axisCorrections[2].transform.rotation = target.rotation;
} else {
axisCorrections[0].transform.LookAt(target, -axisCorrections[0].transform.position);
axisCorrections[0].transform.localRotation.eulerAngles.x -= ikAng;
axisCorrections[1].transform.LookAt(target, -axisCorrections[0].transform.position);
axisCorrections[2].transform.rotation = target.rotation;
}
for (i = 0; i < pLimbs.Count; i++) {
pLimbs_.parent = parents*;
pLimbs.localScale = scales;
pLimbs.localPosition = positions;
}*_
for (i = 0; i < pLimbs.Count; i++) {
Destroy(axisCorrections*);*
}
transition = Mathf.Clamp01(transition);
for (i = 0; i < pLimbs.Count; i++) {
pLimbs.rotation = Quaternion.Slerp(rotations_, pLimbs*.rotation, transition);
}*_
pIk.transform.parent = transform;
}