Just added the bottom part of the code so I can check to see of a object is destroyed or not. but im getting this error :
Assets/Scripts/Mission.js(61,9): BCE0070: Definition of ‘Mission.Check()’ depends on ‘Mission.Wait1()’ whose type could not be resolved because of a cycle. Explicitly declare the type of either one to break the cycle.
Im not great at code so any help on where i went wrong would be good as I am learning.
#pragma strict
var enemyPrefabs : GameObject[]; // Array of different Enemies that are used.
var spawnPoints : Transform[]; // Array of spawn points to be used.
var Name1Choices : String[] = ["Bob", "Mary", "Maxo","Phil","Noobas","Hervard","Dan","Daniel","Johnathan"];
var Name2Choices : String[] = ["Berry", "Richards", "Stephens"];
var Backstory1Choices : String[] = ["Was"];
var Backstory2Choices : String[] = ["a"];
var Backstory3Choices : String[] = ["gent"];
var Name1;
var Name2;
var Backstory1;
var Backstory2;
var Backstory3;
var Nameone : GUIText;
var mission : boolean = false;
var money : float;
function Start ()
{
MissionGen();
}
function MissionGen ()
{
if( !mission )
{
var pos : Transform = spawnPoints[Random.Range(0, spawnPoints.length)]; // Randomize the spawnPoints to instantiate enemy at next.
var obj : GameObject = enemyPrefabs[Random.Range(0, enemyPrefabs.length)];
Instantiate(obj, pos.position, pos.rotation);
Name1 = Name1Choices[ Random.Range( 0, Name1Choices.length ) ]; //Randomly Generated Name
Name2 = Name2Choices[ Random.Range( 0, Name2Choices.length ) ]; //Randomly Generated Name Part 2
Backstory1 = Backstory1Choices[ Random.Range( 0, Backstory1Choices.length ) ]; //Randomly Generated BackStory Part 1
Backstory2 = Backstory2Choices[ Random.Range( 0, Backstory2Choices.length ) ]; //Randomly Generated Backstroy Part 2
Backstory3 = Backstory3Choices[ Random.Range( 0, Backstory3Choices.length ) ]; //Randomly Generated Backstory Part 3
mission = true;
Nameone.text = Name1;
Wait1();
}
else
{
Invoke( "MissionGen", 1.0f );
}
}
function Check ()
{
var BadGuyCheck : GameObject = GameObject.FindGameObjectWithTag( "BadGuy" );
if ( BadGuyCheck == null )
{
mission = false;
money += Random.Range(1000,10000);
yield WaitForSeconds (1);
Invoke( "MissionGen", 1.0f );
}
else
{
yield WaitForSeconds (1);
Wait1 ();
}
}
function Wait1 ()
{
yield WaitForSeconds (1);
Check ();
}