Assets/enemy1.js(51,2): UCE0001: ‘;’ expected. Insert a semicolon at the end.
Assets/enemy1.js(51,2): UCE0001: ‘;’ expected. Insert a semicolon at the end.
Assets/enemy1.js(51,1): BCE0043: Unexpected token: …
Assets/enemy1.js(21,1): BCE0043: Unexpected token: …
Assets/enemy1.js(16,1): BCE0043: Unexpected token: …
where are these errors in this script
#pragma strict
var target : Transform; //the enemy's target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning
var attackThreshold = 3; // distance within which to attack
var chaseThreshold = 10; // distance within which to start chasing
var giveUpThreshold = 20; // distance beyond which AI gives up
var attackRepeatTime = 1; // delay between attacks when within range
private var chasing = false;
.private var attackTime = Time.time;
var myTransform : Transform; //current transform data of this enemy
function Awake()
.{
myTransform = transform; //cache transform data for easy access/preformance
}
function Start()
.{
target = GameObject.FindWithTag("Player").transform; //target the player
}
function Update () {
// check distance to target every frame:
var distance = (target.position - myTransform.position).magnitude;
if (chasing) {
//rotate to look at the player
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
//move towards the player
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
// give up, if too far away from target:
if (distance > giveUpThreshold) {
chasing = false;
}
// attack, if close enough, and if time is OK:
if (distance < attackThreshold && Time.time > attackTime) {
// Attack! (call whatever attack function you like here)
attackTime = Time.time + attackRepeatTime;
}
} else {
. // not currently chasing.:
// start chasing if target comes close enough
if (distance < chaseThreshold) {
chasing = true;
}
}
}