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Как исправить ошибку на C# Unity3d v.5.0

юрий11112

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#1
Помогите исправить код на Unity 5. 2 ошибки не могу исправить, пишет что не найдено в текущем контексте. Проверьте пожалуйста!
using UnityEngine;
using UnityEngine.AI;

public class AngryTicher : MonoBehaviour
{
public bool db;

public float baseTime;

public float speed;

public float timeToMove;

public float baldiAnger;

public float baldiTempAnger;

public float baldiWait;

public float baldiSpeedScale;

private float moveFrames;

private float currentPriority;

public bool antiHearing;

public float antiHearingTime;

public float angerRate;

public float angerRateRate;

public float angerFrequency;

public float timeToAnger;

public bool endless;

public Transform player;

public Transform wanderTarget;

public AILocationSelectorScript wanderer;

private AudioSource baldiAudio;

public AudioClip slap;

public AudioClip[] speech = new AudioClip[3];

public Animator baldiAnimator;

public float coolDown;

private Vector3 previous;

private NavMeshAgent agent;

private void Start()
{
baldiAudio = base.GetComponent<AudioSource>();
agent = base.GetComponent<NavMeshAgent>();
timeToMove = baseTime;
Wander();
}

private void Update()
{
if (timeToMove > 0f)
{
timeToMove -= 1f * Time.deltaTime;
}
else
{
Move();
}
if (coolDown > 0f)
{
coolDown -= 1f * Time.deltaTime;
}
if (baldiTempAnger > 0f)
{
baldiTempAnger -= 0.02f * Time.deltaTime;
}
else
{
baldiTempAnger = 0f;
}
if (antiHearingTime > 0f)
{
antiHearingTime -= Time.deltaTime;
}
else
{
antiHearing = false;
}
if (endless)
{
if (timeToAnger > 0f)
{
timeToAnger -= 1f * Time.deltaTime;
}
else
{
timeToAnger = angerFrequency;
GetAngry(angerRate);
angerRate += angerRateRate;
}
}
}

private void FixedUpdate()
{
if (moveFrames > 0f)
{
moveFrames -= 1f;
agent.speed = speed;
}
else
{
agent.speed = 0f;
}
Vector3 direction = player.position - base.transform.position;
RaycastHit raycastHit;
if (Physics.Raycast(base.transform.position + Vector3.up * 2f, direction, out raycastHit, float.PositiveInfinity, 3, QueryTriggerInteraction.Ignore) & raycastHit.transform.tag == "Player")
{
db = true;
TargetPlayer();
}
else
{
db = false;
}
}

private void Wander()
{
wanderer.GetNewTarget();
agent.SetDestination(wanderTarget.position);
coolDown = 1f;
currentPriority = 0f;
}

public void TargetPlayer()
{
agent.SetDestination(player.position);
coolDown = 1f;
currentPriority = 0f;
}

private void Move()
{
if (base.transform.position == previous & coolDown < 0f)
{
Wander();
}
moveFrames = 10f;
timeToMove = baldiWait - baldiTempAnger;
previous = base.transform.position;
baldiAudio.PlayOneShot(slap);
baldiAnimator.SetTrigger("slap");
}

public void GetAngry(float value)
{
baldiAnger += value;
if (baldiAnger < 0.5f)
{
baldiAnger = 0.5f;
}
baldiWait = -3f * baldiAnger / (baldiAnger + 2f / baldiSpeedScale) + 3f;
}

public void GetTempAngry(float value)
{
baldiTempAnger += value;
}

public void Hear(Vector3 soundLocation, float priority)
{
if (!antiHearing && priority >= currentPriority)
{
agent.SetDestination(soundLocation);
currentPriority = priority;
}
}

public void ActivateAntiHearing(float t)
{
Wander();
antiHearing = true;
antiHearingTime = t;
}
}
 
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