More scripting err please help

Ok i have gotten a ton of errs so im going to give you alot of my scripts

here it is

Assets/MyScripts/Classes/CharacterGenerator1.cs(26,23): error CS1061: Type PlayerCharacter' does not contain a definition for StatUpdate’ and no extension method StatUpdate' of type PlayerCharacter’ could be found (are you missing a using directive or an assembly reference?)

public class Attribute : BaseStat {



    public Attribute() {

		ExpToLevel = 50;

		LevelModifier = 1.05f;

	}





}



public enum AttributeName {

	Might,

	Constitution,

	Nimbleness,

	Speed,

	Concentration,

	Willpower,

	Charisma

}

Theres my attribute script

 using UnityEngine;

 using System.Collections;

 using System;                    //added to acces the enum class

       

public class BaseCharacter : MonoBehaviour {

    private string _name;

    private int _level;

    private uint _freeExp;

 

    private Attribute[] _primaryAttribute;

    private Vital[] _vital;

    private Skill[] _skill;



          public void Awake() {

              _name = string.Empty;

              _level = 0;

              _freeExp = 0;



             _primaryAttribute = new Attribute[Enum.GetValues(typeof(AttributeName)).Length];

			 _vital = new Vital[Enum.GetValues(typeof(SkillName)).Length];

			 _skill = new Skill[Enum.GetValues(typeof(SkillName)).Length];



         	 SetupPrimaryAttributes();

              SetupVitals();

              SetupSkills();

	}



          public string Name {



              get{ return _name; }



              set { _name = value; }



          }



         



          public int Level {

 

              get{ return _level; }

        set{ _level = value; }



          }



         



          public uint FreeExp {



              get{ return _freeExp; }



              set{ _freeExp = value; }



          }



         



          public void AddExp(uint exp) {



              _freeExp += exp;



             

        CalculateLevel();

        }



         

   

    //take avg of all of the players skills and assign that as the players level



          public void CalculateLevel() {



          }



         



         



          private void SetupPrimaryAttributes() {



              for(int cnt = 0; cnt < _primaryAttribute.Length; cnt++) {



                  _primaryAttribute[cnt] = new Attribute();



              }



          }



         



          private void SetupVitals() {



          for(int cnt = 0; cnt < _primaryAttribute.Length; cnt++) {

 

                  _primaryAttribute[cnt] = new Attribute();



              }



          }



         



          private void SetupSkills() {



              for(int cnt = 0; cnt < _skill.Length; cnt++) {



                  _skill[cnt] = new Skill();

          }



          }



         



          public Attribute GetPrimaryAttribute(int index) {



              return _primaryAttribute[index];

 

          }



         



              public Vital GetVital(int index) {

 

              return _vital[index];

 

          }

  

              public Skill GetSkill(int index) {



              return _skill[index];



          }



         



             



             



       



         

     private void SetupVitalModifiers() {



                  //health



                  GetVital((int)VitalName.Health).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .5f));



                  //energy



                  GetVital((int)VitalName.Energy).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), 1));



                  //mana





                  GetVital((int)VitalName.Mana).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), 1));



          }

 

         



          private void SetupSkillModifiers() {



              //melee offence

 

              GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Might), .33f));

 

              GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));



              //melee defence



              GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));



              GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .33f));

 

              //magic offence



              GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));



              GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));



              //magic defence



              GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));  



              GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));  



          }



          public void Update(){                                                                                                                                                                                                                                                                                                                                                                                           



               for(int cnt = 0; cnt < _vital.Length;cnt++)                                                                                                                                                                                                                                                                                                                                                                                      



                   _vital[cnt].Update();



                 



                  for(int cnt = 0; cnt < _skill.Length;cnt++)



                      _skill[cnt].Update();



          }



      }

Base character script

public class BaseStat {
	private int _baseValue;
	private int _buffValue;
	private int _expToLevel;
	private float _levelModifier;
	
	public BaseStat() {
		_baseValue = 0;
		_buffValue = 0;
		_levelModifier = 1.1f;
		_expToLevel = 100;
	}
#region Basic Setters and Getters
	//Basic Setters and Getters
	public int BaseValue {
		get{ return _baseValue; }
		set{ _baseValue = value; }
	}
	
	public int BuffValue {
		get{ return _buffValue; }
		set{ _buffValue = value; }
	}
	
	public int ExpToLevel {
		get{ return _expToLevel; }
		set{ _expToLevel = value; }
	}
	
	public float LevelModifier {
		get{ return _levelModifier; }
		set{ _levelModifier = value; }
	}
#endregion
	
	private int CalculateExpToLevel() {
		return (int)(_expToLevel * _levelModifier);
	}
	
	public void LevelUp() {
		_expToLevel = CalculateExpToLevel();
		_baseValue++;
	}
	
	public int AdjustedBaseValue {
		get{ return _baseValue + _buffValue; }
	
	}
}

BaseStat script

using UnityEngine;
using System.Collections;
using System;

public class CharacterGenerator : MonoBehaviour {
	private PlayerCharacter  _toon;
	private const int Starting_Points = 350;
	private const int Min_Starting_Attribute_Value = 10;
	private int pointsLeft;

	// Use this for initialization
	void Start () {
		_toon = new PlayerCharacter();
		_toon.Awake();
		
		pointsLeft = Starting_Points;
		
		for(int cnt = 0; cnt < Enum.GetValues(typeof(AttributeName)).Length; cnt++) {
			_toon.GetPrimaryAttribute(cnt).BaseValue = Min_Starting_Attribute_Value;
		}
	
	}
	
	// Update is called once per frame
	void Update () {
		_toon.StatUpdate();
	}
	
	void OnGUI() {
		DisplayName();
		DisplayPointsLeft();
		DisplayAttributes();
		DisplayVitals();
		DisplaySkills();
	}
	
	private void DisplayName() {
		GUI.Label(new Rect(10, 10, 50, 25), "Name:");
		_toon.Name = GUI.TextArea(new Rect(65, 10, 100, 25), _toon.Name);
	}
	
	private void DisplayAttributes() {
	for(int cnt = 0; cnt < Enum.GetValues(typeof(AttributeName)).Length; cnt++) {
		GUI.Label(new Rect(10, 40 + (cnt * 25), 100, 25), ((AttributeName)cnt).ToString());
		GUI.Label(new Rect(115, 40 + (cnt * 25), 30, 25), _toon.GetPrimaryAttribute(cnt).AdjustedBaseValue.ToString());
		if(GUI.Button(new Rect(150, 40 + (cnt * 25), 25, 25), "-")) {
			if(_toon.GetPrimaryAttribute(cnt).BaseValue > Min_Starting_Attribute_Value) {
				_toon.GetPrimaryAttribute(cnt).BaseValue--;
				pointsLeft++;
		  	}			
		}
		if(GUI.Button(new Rect(180, 40 + (cnt * 25), 25, 25), "+")) {
			if(pointsLeft > 0) {
				_toon.GetPrimaryAttribute(cnt).BaseValue++;
				pointsLeft--;
		  }
	    }
	  }
	}
	
	private void DisplayVitals() {
		for(int cnt = 0; cnt < Enum.GetValues(typeof(VitalName)).Length; cnt++) {
		GUI.Label(new Rect(10, 40 + ((cnt + 7) * 25), 100, 25), ((VitalName)cnt).ToString());
		GUI.Label(new Rect(115, 40 + ((cnt + 7) * 25), 30, 25), _toon.GetVital(cnt).AdjustedBaseValue.ToString());
		}
	}
	
	private void DisplaySkills() {
		for(int cnt = 0; cnt < Enum.GetValues(typeof(SkillName)).Length; cnt++) {
		GUI.Label(new Rect(250, 40 + (cnt * 25), 100, 25), ((SkillName)cnt).ToString());
		GUI.Label(new Rect(355, 40 + (cnt * 25), 30, 25), _toon.GetSkill(cnt).AdjustedBaseValue.ToString());
		}
		
	}
	
	private void DisplayPointsLeft() {
		GUI.Label(new Rect(250, 10, 100, 25), "Points Left: " + pointsLeft.ToString());

	}
}

Character generator script

using System.Collections.Generic;

public class ModifiedStat : BaseStat {
	private List<ModifyingAttribute> _mods;		//A list of att that mod this stat
	private int _modValue; 						//the amt add to the base value
	
	public ModifiedStat() {
		_mods = new List<ModifyingAttribute>();
		_modValue = 0;
	}
	
	public void AddModifier( ModifyingAttribute mod) {
		_mods.Add(mod);
	}
	
	private void CalculateModValue() {
		_modValue = 0;
		
		if(_mods.Count > 0) 
			foreach(ModifyingAttribute att in _mods)
				_modValue += (int)(att.attribute.AdjustedBaseValue * att.ratio);
	}
	
	public new int AdjustedBaseValue {
		
		get{ return BaseValue + BuffValue + _modValue; }
		
	}
	
	public void Update() {
		CalculateModValue();	
	}
}

public struct ModifyingAttribute { 
	public Attribute attribute;
	public float ratio;
	
	public ModifyingAttribute(Attribute att, float rat) {
		attribute = att;
		ratio = rat;
	}
}

Modified stat

i know this is a lot to look at, but it would be a great help if you could. I have been having problems for weeks with this and i wanna continue with my game.
.
I have been following the Burgezergarcade tutorials on youtube, so when i say my scripts i mean his
Thanks so much!!!

Do you have a class named PlayerCharacter?

yes,

using System.Collections.Generic;

public class ModifiedStat : BaseStat {
	private List<ModifyingAttribute> _mods;		//A list of att that mod this stat
	private int _modValue; 						//the amt add to the base value
	
	public ModifiedStat() {
		_mods = new List<ModifyingAttribute>();
		_modValue = 0;
	}
	
	public void AddModifier( ModifyingAttribute mod) {
		_mods.Add(mod);
	}
	
	private void CalculateModValue() {
		_modValue = 0;
		
		if(_mods.Count > 0) 
			foreach(ModifyingAttribute att in _mods)
				_modValue += (int)(att.attribute.AdjustedBaseValue * att.ratio);
	}
	
	public new int AdjustedBaseValue {
		
		get{ return BaseValue + BuffValue + _modValue; }
		
	}
	
	public void Update() {
		CalculateModValue();	
	}
}

public struct ModifyingAttribute { 
	public Attribute attribute;
	public float ratio;
	
	public ModifyingAttribute(Attribute att, float rat) {
		attribute = att;
		ratio = rat;
	}
}

Is anyone able to fix this?

Pretty simple error. Your PlayerCharacter script doesn’t have a method named StatUpdate.

As KelsoMRK said.

In this lines

void Update () {

        _toon.StatUpdate();

    }

You are calling the PlayerCharater’s method StartUpdate(), and (as the error says) this class doesn’t have that method.

what should i change it too, or delete it?

This is a very basic error and if it has you stumped you may want to consider starting with something simpler. We have helped you as much as we can.

You could just spend ten dollars and buy the scriPts from bergzurgarcade where these appear to be from.