Hello guys
Here I have a script which works perfectly on standalone platform but when I changed my platform to Windows Store it shows the error below.
and here’s my code
var target : Transform;
var distance = 10.0;
public var dragControl:boolean=true;
var sensitivityX: float = 10.0;
var sensitivityY: float = 10.0;
var viewerYmin = 0.8;
private var yMinLimit: float = 0;
var yMaxLimit = 80;
var distanceMin: float = 3;
var distanceMax: float = 15;
private var x: float = 0;
private var y: float = 0;
private var y0: float = 0;
//<--descend var
private var startTime: float = 0;
private var startAngle: float = 0;
private var descending: boolean = false;
//descend var-->
private var i1: int = 0;
//@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
Init ();
descending = false;
// Make the rigid body not change rotation
if (GetComponent.<Rigidbody>())
GetComponent.<Rigidbody>().freezeRotation = true;
}
function LateUpdate ()
{
if (target)
{
if(dragControl||(!dragControl&&Input.GetMouseButton(1)))
{
x += Input.GetAxis("Mouse X") * sensitivityX * distance;
y -= Input.GetAxis("Mouse Y") * sensitivityY * distance / 2;
}
yMinLimit = - yMaxLimit;
//yMinLimit = - Mathf.Rad2Deg * Mathf.Asin((target.position.y - viewerYmin)/distance);
y = ClampAngle(y, yMinLimit, yMaxLimit);
var localrotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax);
var hit : RaycastHit;
if (Physics.Linecast (target.position, transform.position, hit))
{
//distance = hit.distance;
}
var position = localrotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = localrotation;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
function Init ()
{
angles = transform.eulerAngles;
x = angles.y;
y = 30;
}
Guys please help me how to fix this.Iam a newbie to scripting please help me.
THANKS in advance