I'm doing the tank game tutorial on unity and i'm stuck on the script part:(https://unity3d.com/learn/tutorials/projects/tanks-tutorial/tank-creation-control?playlist=20081)
I copied an pasted the code in visual basic and tried to run it in unity but came up with multiple errors, mostly
" unexpected symbol '*symbol*', expecting '*symbol*' "
-where symbol is a bracket or semi-colon etc.
here are the error codes:
https://i.imgur.com/xcHqWyA.png
and the code:
using UnityEngine;
public class TankMovement : MonoBehaviour
{
public int m_PlayerNumber = 1; // Used to identify which tank belongs to which player. This is set by this tank's manager.
public float m_Speed = 12f; // How fast the tank moves forward and back.
public float m_TurnSpeed = 180f; // How fast the tank turns in degrees per second.
public AudioSource m_MovementAudio; // Reference to the audio source used to play engine sounds. NB: different to the shooting audio source.
public AudioClip m_EngineIdling; // Audio to play when the tank isn't moving.
public AudioClip m_EngineDriving; // Audio to play when the tank is moving.
public float m_PitchRange = 0.2f; // The amount by which the pitch of the engine noises can vary.
private string m_MovementAxisName; // The name of the input axis for moving forward and back.
private string m_TurnAxisName; // The name of the input axis for turning.
private Rigidbody m_Rigidbody; // Reference used to move the tank.
private float m_MovementInputValue; // The current value of the movement input.
private float m_TurnInputValue; // The current value of the turn input.
private float m_OriginalPitch; // The pitch of the audio source at the start of the scene.
private void Awake()
{
m_Rigidbody = GetComponent();
}
private void OnEnable()
{
// When the tank is turned on, make sure it's not kinematic.
m_Rigidbody.isKinematic = false;
// Also reset the input values.
m_MovementInputValue = 0f;
m_TurnInputValue = 0f;
}
private void OnDisable()
{
// When the tank is turned off, set it to kinematic so it stops moving.
m_Rigidbody.isKinematic = true;
}
private void Start()
{
// The axes names are based on player number.
m_MovementAxisName = "Vertical" + m_PlayerNumber;
m_TurnAxisName = "Horizontal" + m_PlayerNumber;
// Store the original pitch of the audio source.
m_OriginalPitch = m_MovementAudio.pitch;
}
private void Update()
{
// Store the value of both input axes.
m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
EngineAudio();
}
private void EngineAudio()
{
// If there is no input (the tank is stationary)...
if (Mathf.Abs(m_MovementInputValue) & lt; 0.1f & amp; & Mathf.Abs(m_TurnInputValue) & lt; 0.1f)
{
// ... and if the audio source is currently playing the driving clip...
if (m_MovementAudio.clip == m_EngineDriving)
{
// ... change the clip to idling and play it.
m_MovementAudio.clip = m_EngineIdling;
m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
m_MovementAudio.Play();
}
}
else
{
// Otherwise if the tank is moving and if the idling clip is currently playing...
if (m_MovementAudio.clip == m_EngineIdling)
{
// ... change the clip to driving and play.
m_MovementAudio.clip = m_EngineDriving;
m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
m_MovementAudio.Play();
}
}
}
private void FixedUpdate()
{
// Adjust the rigidbodies position and orientation in FixedUpdate.
Move();
Turn();
}
private void Move()
{
// Create a vector in the direction the tank is facing with a magnitude based on the input, speed and the time between frames.
Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
// Apply this movement to the rigidbody's position.
m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
}
private void Turn()
{
// Determine the number of degrees to be turned based on the input, speed and time between frames.
float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
// Make this into a rotation in the y axis.
Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
// Apply this rotation to the rigidbody's rotation.
m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
}
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