Hi there!
I’m an artist who is trying to learn a little scripting to test my assets, I’m super new to it. A lot of the code is actually borrowed from elsewhere! I’d really appreciate some help with this problem.
Everything works when played in Unity, but i get the following error when i try to make a build:
(39/44): error CS0165: Use of unassigned local variable ‘ray’
using UnityEngine;
using System.Collections;
public class PlayerMovement : MonoBehaviour {
//flag to check if the user has tapped / clicked.
//Set to true on click. Reset to false on reaching destination
private bool flag = false;
//destination point
private Vector3 endPoint;
//alter this to change the speed of the movement of player / gameobject
public float duration = 50.0f;
private Animator anim;
public Vector3 startPosition;
void Start(){
startPosition = transform.position;
anim = GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
//check if the screen is touched / clicked
if((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || (Input.GetMouseButtonDown(0)))
{
//declare a variable of RaycastHit struct
RaycastHit hit;
//Create a Ray on the tapped / clicked position
Ray ray;
//for unity editor
#if UNITY_EDITOR
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//for touch device
#elif (UNITY_ANDROID || UNITY_IPHONE || UNITY_WP8)
ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
#endif
//Check if the ray hits any collider
if(Physics.Raycast(ray, out hit))
{
//set a flag to indicate to move the gameobject
flag = true;
//save the click / tap position
endPoint = hit.point;
Debug.Log(endPoint);
anim.SetFloat("SpeedX", endPoint.x);
anim.SetFloat("SpeedY", endPoint.y);
}
}
//check if the flag for movement is true and the current gameobject position is not same as the clicked / tapped position
if(flag && !Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude)){ //&& !(V3Equal(transform.position, endPoint))){
//move the gameobject to the desired position
gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, endPoint, 1/(duration*(Vector3.Distance(gameObject.transform.position, endPoint))));
}
//set the movement indicator flag to false if the endPoint and current gameobject position are equal
else if(flag && Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude)) {
flag = false;
Debug.Log("I am here");
}
{
if(flag && !Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude)) {
anim.SetBool("walking", true);
} else if (flag && Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude)) {
anim.SetBool("walking", false);
}
}
}
}