I can’t understand why this code is giving me so many errors, it seems perfectly fine to me
but yet i’m getting errors on lines :
- 26
- 30
- 32
- 33
- 53
- 54
- 62
Can someone please help me figure out the problem?
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class InventorySys : MonoBehaviour
{
// Remade the code and took out most of the comments sense everything is self-explanitory -- to keep it sexy..
public List<Items> Inventory;
public Items[] playerInventory;
public Rect inventoryWindow = new Rect (0,0,600,600);
private RaycastHit drug;
private Ray lord;
void Awake ()
{
Inventory = new List<Items> (); // Needed to be initialized.
}
void Update ()
{
Ray = Camera.main.ScreenPointToRay (Input.mousePosition);
if (Input.GetButtonDown("Fire1")) { // If object on ground is clicked on -->
if (Physics.Raycast(Ray,out drug, 20)) {
for (int x = 0; x < playerInventory.Length; x++) { // Check the player's entire inventory to see if it already has the item -->
if (drug.collider.tag == playerInventory*.itemID.ToString()) {*
_ Inventory.Add(playerInventory*); // Adding to our inventory._
_ Destroy(drug.collider.gameObject); // Once the player picks up the object, we destroy the object from the floor._
_ }_
_ }_
_ }_
_ }_
_ }*_
* // Really simple GUI code for testing purposes.*
* void insideInventory (int windowID) {*
* int expandRec = 20;*
* GUI.DragWindow(new Rect(0,0,600,20));*
* for (int i = 0; i < Inventory.Count; i++){// Finding everything in solid inventory. The player inventory is for grabbing objects and fowarding them into the solid inventory.*
_ GUI.Button(new Rect(20, expandRec, 64, 65), Inventory*.icon); // Creates small buttons with our icons on them.
GUI.Label(new Rect(70, expandRec, 64, 65), Inventory.name);
GUI.Label(new Rect(90, expandRec, 64, 200), Inventory.description);
GUI.Button(new Rect(100, expandRec, 64, 65), "Power Level : " + Inventory.itemPowerLevel.ToString() + “Damage!”);*_
* // You get the point.*
* }*
* } *
* void OnGUI() {*
* InventoryWindow = GUI.Window(0, inventoryWindow, insideInventory, “Inventory Menu by XX!”);*
* }*
}
which is from a class like this :
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class Items {
public string itemName;
public string itemDescription;
public int itemPowerLevel;
public int itemDamage;
public int itemRange; // Don’t know if this was needed, but whatever. EX : Kirito’s Bow - Range : 500-600.
public int itemID;
public int itemPrice;
public GameObject attachObject;
public Texture2D icon; // Attaching an icon.
public Transform itemPrefab; // Prefab for item.
public enum ItemGroup{ Weapon, Clothing, Potion, Quest, Recipe, MescItem } // Can’t think of anything else.
public ItemGroup itemCategory;
* // Constructors.*
/**
public Items_X InvetoryCon = new Items_X(0, 0, 0, 0, 0); // Instance.
public Items_X(int d, int r, int u, int g, int s)
{
itemPowerLevel= d;
itemRange = r;
* // ^ add on, if needed.*
}
_ **/_
}
It will help to copy/paste the errors as well.
– ABerlemont26 >> Ray is a class, not a variable | 32 >> don't you have already class named Inventory ? I would suggest not using a capital first letter to variable.
– ABerlemont