OK so here is my code that i have
sing 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 _primaryAttribute[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(GetPriaryAttribute((int)AttributeName.Might), .33f));
GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPriaryAttribute((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 StatUpdate(){
for(int cnt = 0; cnt < _vital.Length;cnt++)
_vital[cnt].Update();
for(int cnt = 0; cnt < _skill.Length; cnt++)
_skill[cnt].Upadate();
}
}
ok so here is the err that i am getting
Assets/Character Classes/BaseCharacter.cs(87,9): error CS8025: Parsing error
If i were to delete }
i would get many more errs such as
Assets/Character Classes/BaseCharacter.cs(112,21): error CS0116: A namespace can only contain types and namespace declarations
Assets/Character Classes/BaseCharacter.cs(98,22): error CS0116: A namespace can only contain types and namespace declarations
so i have pretty much messed this up. If you guys can help that would be awesome
thanks in advance