Hey everyone, I am having something strange happening with the Lerpz tut. I copied the level status script from the index thing at the end of the tut and when ever I press play for some reason it stops the game and comes up with this in the debug console…
Assets/Scripts/Misc/LevelStatus.js(10,13): UCE0001: ‘;’ expected. Insert a semicolon at the end.
Assets/Scripts/Misc/LevelStatus.js(10,19): UCE0001: ‘;’ expected. Insert a semicolon at the end.
Assets/Scripts/Misc/LevelStatus.js(10,25): BCE0043: Unexpected token: …
Assets/Scripts/Misc/LevelStatus.js(10,26): UCE0001: ‘;’ expected. Insert a semicolon at the end.
I have tried several things to try and get this to work but with little success. Here is the Java script code if some one could help me with this.
// LevelStatus: Master level state machine script.
var exitGateway: GameObject;
var levelGoal: GameObject;
var unlockedSound: AudioClip;
var levelCompleteSound: AudioClip;
var mainCamera: GameObject;
var unlockedCamera: GameObject;
var levelCompletedCamera: GameObject;
// This is where info like the number of items the player must collect in order to
complete the level lives.
var itemsNeeded: int = 20; // This is how many fuel canisters the player must collect.
private var playerLink: GameObject;
// Awake(): Called by Unity when the script has loaded.
// We use this function to initialise our link to the Lerpz GameObject.
function Awake()
{
levelGoal.GetComponent(MeshCollider).isTrigger = false;
playerLink = GameObject.Find(“Player”);
if (!playerLink)
Debug.Log(“Could not get link to Lerpz”);
levelGoal.GetComponent(MeshCollider).isTrigger = false; // make very sure of this!
}
function UnlockLevelExit()
{
mainCamera.GetComponent(AudioListener).enabled = false;
unlockedCamera.active = true;
unlockedCamera.GetComponent(AudioListener).enabled = true;
exitGateway.GetComponent(AudioSource).Stop();
if (unlockedSound)
{
AudioSource.PlayClipAtPoint(unlockedSound,
unlockedCamera.GetComponent(Transform).position, 2.0);
}
yield WaitForSeconds(1);
exitGateway.active = false; // … the fence goes down briefly…
yield WaitForSeconds(0.2); //… pause for a fraction of a second…
exitGateway.active = true; //… now the fence flashes back on again…
yield WaitForSeconds(0.2); //… another brief pause before…
exitGateway.active = false; //… the fence finally goes down forever!
levelGoal.GetComponent(MeshCollider).isTrigger = true;
yield WaitForSeconds(4); // give the player time to see the result.
// swap the cameras back.
unlockedCamera.active = false; // this lets the NearCamera get the screen all to
itself.
unlockedCamera.GetComponent(AudioListener).enabled = false;
mainCamera.GetComponent(AudioListener).enabled = true;
}
function LevelCompleted()
{
mainCamera.GetComponent(AudioListener).enabled = false;
levelCompletedCamera.active = true;
levelCompletedCamera.GetComponent(AudioListener).enabled = true;
playerLink.GetComponent(ThirdPersonController).SendMessage(“HidePlayer”);
playerLink.transform.position+=Vector3.up*500.0; // just move him 500 units
if (levelCompleteSound)
{
AudioSource.PlayClipAtPoint(levelCompleteSound, levelGoal.transform.position,
2.0);
}
levelGoal.animation.Play();
yield WaitForSeconds (levelGoal.animation.clip.length);
Application.LoadLevel(“GameOver”); //…just show the Game Over sequence.
}
Is anyone else having this problem?
– Ampler_Games