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skatersfun

No CharacterMotor?

Question

Why is this script working? C#  Getting this error: Assets/Standard Assets/Scripts/PlayerController.cs(7,16): error CS0246: The type or namespace name `CharectorMotor' could not be found. Are you missing a using directive or an assembly reference?



 
 
 
 
 
using UnityEngine;
using System.Collections;
 
public class PlayerController : MonoBehaviour 
{
public CharacterController CharCont;
public CharacterMotor CharMotor;
 
//holder for weapons
public Transform WalkAnimationHolder;
public Transform JumpAnimationHolder;
public Transform SwayHolder;
public Transform RecoilHolder;
 
public WalkingState walkingstate = WalkingState.Idle;
 
public void FixUpdate()
{
AnimationController();
SwayController();
SpeedController();
}
 
public void SpeedController()
{
if(Input.GetAxis("Horizontal") != 0 && Input.GetAxis("Horizontal") != 0 && ChartCont.velocity.magnitude > 0)
{
if(Input.GetButton("Run"))
{
walkingstate = WalkingState.Running;
}
else
{
walkingstate = WalkingState.Walking;
}
}
else
{
walkingstate = WalkingState.Idle;
}
}
 
public void AnimationController()
{
 
}
 
public void SwayController()
{
 
}
 
}
 
public enum WalkingState
{
Idle,
Walking,
Running
}

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You probably don't have a script named CharacterMotor or that it is in javascript. Remember that javascript and C# cannot go together. The only way is to convert the CharacterMotor script to C#!

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I converted it but still not work i got an error on the last line of the converted script
 

 

 

 
// Converted from UnityScript to C# at Please login or register to see this link. - by Mike Hergaarden
// Do test the code! You usually need to change a few small bits.
 
using UnityEngine;
using System.Collections;
 
public class MYCLASSNAME : MonoBehaviour {
 
 
 
 
// Does this script currently respond to input?
bool  canControl = true;
 
bool  useFixedUpdate = true;
 
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
 
// The current global direction we want the character to move in.
@System.NonSerialized
FIXME_VAR_TYPE inputMoveDir;
}

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Now im getting this error Assets/CharactorController.cs(22,9): error CS0234: The type or namespace name `NonSerialized' does not exist in the namespace `System'. Are you missing an assembly reference?

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// Converted from UnityScript to C# at Please login or register to see this link. - by Mike Hergaarden

// Do test the code! You usually need to change a few small bits.

 

using UnityEngine;

using System.Collections;

 

public class CharactorMotor: MonoBehaviour {

 

// Does this script currently respond to input?

bool  canControl = true;

 

bool  useFixedUpdate = true;

 

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.

// Very handy for organization!

 

// The current global direction we want the character to move in.

@System.NonSerialized

Vector3 inputMoveDirection = Vector3.zero;

 

// Is the jump button held down? We use this interface instead of checking

// for the jump button directly so this script can also be used by AIs.

@System.NonSerialized

bool  inputJump = false;

 

class CharacterMotorMovement {

// The maximum horizontal speed when moving

float maxForwardSpeed = 10.0f;

float maxSidewaysSpeed = 10.0f;

float maxBackwardsSpeed = 10.0f;

 

// Curve for multiplying speed based on slope (negative = downwards)

AnimationCurve slopeSpeedMultiplier = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));

 

// How fast does the character change speeds?  Higher is faster.

float maxGroundAcceleration = 30.0f;

float maxAirAcceleration = 20.0f;

 

// The gravity for the character

float gravity = 10.0f;

float maxFallSpeed = 20.0f;

 

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.

// Very handy for organization!

 

// The last collision flags returned from controller.Move

@System.NonSerialized

CollisionFlags collisionFlags; 

 

// We will keep track of the character's current velocity,

@System.NonSerialized

Vector3 velocity;

 

// This keeps track of our current velocity while we're not grounded

@System.NonSerialized

Vector3 frameVelocity = Vector3.zero;

 

@System.NonSerialized

Vector3 hitPoint = Vector3.zero;

 

@System.NonSerialized

Vector3 lastHitPoint = Vector3(Mathf.Infinity, 0, 0);

}

 

CharacterMotorMovement movement = CharacterMotorMovement();

 

enum MovementTransferOnJump {

None, // The jump is not affected by velocity of floor at all.

InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.

PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.

PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.

}

 

// We will contain all the jumping related variables in one helper class for clarity.

class CharacterMotorJumping {

// Can the character jump?

bool  enabled = true;

 

// How high do we jump when pressing jump and letting go immediately

float baseHeight = 1.0f;

 

// We add extraHeight units (meters) on top when holding the button down longer while jumping

float extraHeight = 4.1f;

 

// How much does the character jump out perpendicular to the surface on walkable surfaces?

// 0 means a fully vertical jump and 1 means fully perpendicular.

float perpAmount = 0.0f;

 

// How much does the character jump out perpendicular to the surface on too steep surfaces?

// 0 means a fully vertical jump and 1 means fully perpendicular.

float steepPerpAmount = 0.5f;

 

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.

// Very handy for organization!

 

// Are we jumping? (Initiated with jump button and not grounded yet)

// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.

@System.NonSerialized

bool  jumping = false;

 

@System.NonSerialized

bool  holdingJumpButton = false;

 

// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)

@System.NonSerialized

float lastStartTime = 0.0f;

 

@System.NonSerialized

float lastButtonDownTime = -100;

 

@System.NonSerialized

Vector3 jumpDir = Vector3.up;

}

 

CharacterMotorJumping jumping = CharacterMotorJumping();

 

class CharacterMotorMovingPlatform {

bool  enabled = true;

 

MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;

 

@System.NonSerialized

Transform hitPlatform;

 

@System.NonSerialized

Transform activePlatform;

 

@System.NonSerialized

Vector3 activeLocalPoint;

 

@System.NonSerialized

Vector3 activeGlobalPoint;

 

@System.NonSerialized

Quaternion activeLocalRotation;

 

@System.NonSerialized

Quaternion activeGlobalRotation;

 

@System.NonSerialized

Matrix4x4 lastMatrix;

 

@System.NonSerialized

Vector3 platformVelocity;

 

@System.NonSerialized

bool  newPlatform;

}

 

CharacterMotorMovingPlatform movingPlatform = CharacterMotorMovingPlatform();

 

class CharacterMotorSliding {

// Does the character slide on too steep surfaces?

bool  enabled = true;

 

// How fast does the character slide on steep surfaces?

float slidingSpeed = 15;

 

// How much can the player control the sliding direction?

// If the value is 0.5f the player can slide sideways with half the speed of the downwards sliding speed.

float sidewaysControl = 1.0f;

 

// How much can the player influence the sliding speed?

// If the value is 0.5f the player can speed the sliding up to 150% or slow it down to 50%.

float speedControl = 0.4f;

}

 

CharacterMotorSliding sliding = CharacterMotorSliding();

 

@System.NonSerialized

bool  grounded = true;

 

@System.NonSerialized

Vector3 groundNormal = Vector3.zero;

 

private Vector3 lastGroundNormal = Vector3.zero;

 

private Transform tr;

 

private CharacterController controller;

 

void  Awake (){

controller = GetComponent (CharacterController);

tr = transform;

}

 

private void  UpdateFunction (){

// We copy the actual velocity into a temporary variable that we can manipulate.

Vector3 velocity = movement.velocity;

 

// Update velocity based on input

velocity = ApplyInputVelocityChange(velocity);

 

// Apply gravity and jumping force

velocity = ApplyGravityAndJumping (velocity);

 

// Moving platform support

Vector3 moveDistance = Vector3.zero;

if (MoveWithPlatform()) {

Vector3 newGlobalPoint = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);

moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);

if (moveDistance != Vector3.zero)

controller.Move(moveDistance);

 

// Support moving platform rotation as well:

        Quaternion newGlobalRotation = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;

        Quaternion rotationDiff = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);

        

        FIXME_VAR_TYPE yRotation= rotationDiff.eulerAngles.y;

        if (yRotation != 0) {

       // Prevent rotation of the local up vector

       tr.Rotate(0, yRotation, 0);

        }

}

 

// Save lastPosition for velocity calculation.

Vector3 lastPosition = tr.position;

 

// We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.

Vector3 currentMovementOffset = velocity * Time.deltaTime;

 

// Find out how much we need to push towards the ground to avoid loosing grouning

// when walking down a step or over a sharp change in slope.

float pushDownOffset = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);

if (grounded)

currentMovementOffset -= pushDownOffset * Vector3.up;

 

// Reset variables that will be set by collision function

movingPlatform.hitPlatform = null;

groundNormal = Vector3.zero;

 

    // Move our character!

movement.collisionFlags = controller.Move (currentMovementOffset);

 

movement.lastHitPoint = movement.hitPoint;

lastGroundNormal = groundNormal;

 

if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {

if (movingPlatform.hitPlatform != null) {

movingPlatform.activePlatform = movingPlatform.hitPlatform;

movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;

movingPlatform.newPlatform = true;

}

}

 

// Calculate the velocity based on the current and previous position.  

// This means our velocity will only be the amount the character actually moved as a result of collisions.

Vector3 oldHVelocity = new Vector3(velocity.x, 0, velocity.z);

movement.velocity = (tr.position - lastPosition) / Time.deltaTime;

Vector3 newHVelocity = new Vector3(movement.velocity.x, 0, movement.velocity.z);

 

// The CharacterController can be moved in unwanted directions when colliding with things.

// We want to prevent this from influencing the recorded velocity.

if (oldHVelocity == Vector3.zero) {

movement.velocity = new Vector3(0, movement.velocity.y, 0);

}

else {

float projectedNewVelocity = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;

movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;

}

 

if (movement.velocity.y < velocity.y - 0.001f) {

if (movement.velocity.y < 0) {

// Something is forcing the CharacterController down faster than it should.

// Ignore this

movement.velocity.y = velocity.y;

}

else {

// The upwards movement of the CharacterController has been blocked.

// This is treated like a ceiling collision - stop further jumping here.

jumping.holdingJumpButton = false;

}

}

 

// We were grounded but just loosed grounding

if (grounded && !IsGroundedTest()) {

grounded = false;

 

// Apply inertia from platform

if (movingPlatform.enabled &&

(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||

movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)

) {

movement.frameVelocity = movingPlatform.platformVelocity;

movement.velocity += movingPlatform.platformVelocity;

}

 

SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);

// We pushed the character down to ensure it would stay on the ground if there was any.

// But there wasn't so now we cancel the downwards offset to make the fall smoother.

tr.position += pushDownOffset * Vector3.up;

}

// We were not grounded but just landed on something

else if (!grounded && IsGroundedTest()) {

grounded = true;

jumping.jumping = false;

SubtractNewPlatformVelocity();

 

SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);

}

 

// Moving platforms support

if (MoveWithPlatform()) {

// Use the center of the lower half sphere of the capsule as reference point.

// This works best when the character is standing on moving tilting platforms. 

movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5f + controller.radius);

movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);

 

// Support moving platform rotation as well:

        movingPlatform.activeGlobalRotation = tr.rotation;

        movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; 

}

}

 

void  FixedUpdate (){

if (movingPlatform.enabled) {

if (movingPlatform.activePlatform != null) {

if (!movingPlatform.newPlatform) {

Vector3 lastVelocity = movingPlatform.platformVelocity;

 

movingPlatform.platformVelocity = (

movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)

- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)

) / Time.deltaTime;

}

movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;

movingPlatform.newPlatform = false;

}

else {

movingPlatform.platformVelocity = Vector3.zero;

}

}

 

if (useFixedUpdate)

UpdateFunction();

}

 

void  Update (){

if (!useFixedUpdate)

UpdateFunction();

}

 

private void  ApplyInputVelocityChange ( Vector3 velocity  ){

if (!canControl)

inputMoveDirection = Vector3.zero;

 

// Find desired velocity

Vector3 desiredVelocity;

if (grounded && TooSteep()) {

// The direction we're sliding in

desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;

// Find the input movement direction projected onto the sliding direction

FIXME_VAR_TYPE projectedMoveDir= Vector3.Project(inputMoveDirection, desiredVelocity);

// Add the sliding direction, the spped control, and the sideways control vectors

desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;

// Multiply with the sliding speed

desiredVelocity *= sliding.slidingSpeed;

}

else

desiredVelocity = GetDesiredHorizontalVelocity();

 

if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {

desiredVelocity += movement.frameVelocity;

desiredVelocity.y = 0;

}

 

if (grounded)

desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);

else

velocity.y = 0;

 

// Enforce max velocity change

float maxVelocityChange = GetMaxAcceleration(grounded) * Time.deltaTime;

Vector3 velocityChangeVector = (desiredVelocity - velocity);

if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {

velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;

}

// If we're in the air and don't have control, don't apply any velocity change at all.

// If we're on the ground and don't have control we do apply it - it will correspond to friction.

if (grounded || canControl)

velocity += velocityChangeVector;

 

if (grounded) {

// When going uphill, the CharacterController will automatically move up by the needed amount.

// Not moving it upwards manually prevent risk of lifting off from the ground.

// When going downhill, DO move down manually, as gravity is not enough on steep hills.

velocity.y = Mathf.Min(velocity.y, 0);

}

 

return velocity;

}

 

private void  ApplyGravityAndJumping ( Vector3 velocity  ){

 

if (!inputJump || !canControl) {

jumping.holdingJumpButton = false;

jumping.lastButtonDownTime = -100;

}

 

if (inputJump && jumping.lastButtonDownTime < 0 && canControl)

jumping.lastButtonDownTime = Time.time;

 

if (grounded)

velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;

else {

velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;

 

// When jumping up we don't apply gravity for some time when the user is holding the jump button.

// This gives more control over jump height by pressing the button longer.

if (jumping.jumping && jumping.holdingJumpButton) {

// Calculate the duration that the extra jump force should have effect.

// If we're still less than that duration after the jumping time, apply the force.

if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {

// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.

velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;

}

}

 

// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.

velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);

}

 

if (grounded) {

// Jump only if the jump button was pressed down in the last 0.2f seconds.

// We use this check instead of checking if it's pressed down right now

// because players will often try to jump in the exact moment when hitting the ground after a jump

// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,

// it's confusing and it feels like the game is buggy.

if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2f)) {

grounded = false;

jumping.jumping = true;

jumping.lastStartTime = Time.time;

jumping.lastButtonDownTime = -100;

jumping.holdingJumpButton = true;

 

// Calculate the jumping direction

if (TooSteep())

jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);

else

jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);

 

// Apply the jumping force to the velocity. Cancel any vertical velocity first.

velocity.y = 0;

velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);

 

// Apply inertia from platform

if (movingPlatform.enabled &&

(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||

movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)

) {

movement.frameVelocity = movingPlatform.platformVelocity;

velocity += movingPlatform.platformVelocity;

}

 

SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);

}

else {

jumping.holdingJumpButton = false;

}

}

 

return velocity;

}

 

void  OnControllerColliderHit ( ControllerColliderHit hit  ){

if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {

if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001f || lastGroundNormal == Vector3.zero)

groundNormal = hit.normal;

else

groundNormal = lastGroundNormal;

 

movingPlatform.hitPlatform = hit.collider.transform;

movement.hitPoint = hit.point;

movement.frameVelocity = Vector3.zero;

}

}

 

private void  SubtractNewPlatformVelocity (){

// When landing, subtract the velocity of the new ground from the character's velocity

// since movement in ground is relative to the movement of the ground.

if (movingPlatform.enabled &&

(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||

movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)

) {

// If we landed on a new platform, we have to wait for two FixedUpdates

// before we know the velocity of the platform under the character

if (movingPlatform.newPlatform) {

Transform platform = movingPlatform.activePlatform;

yield return new WaitForFixedUpdate();

yield return new WaitForFixedUpdate();

if (grounded && platform == movingPlatform.activePlatform)

yield return 1;

}

movement.velocity -= movingPlatform.platformVelocity;

}

}

 

private bool MoveWithPlatform (){

return (

movingPlatform.enabled

&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)

&& movingPlatform.activePlatform != null

);

}

 

private void  GetDesiredHorizontalVelocity (){

// Find desired velocity

Vector3 desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection);

float maxSpeed = MaxSpeedInDirection(desiredLocalDirection);

if (grounded) {

// Modify max speed on slopes based on slope speed multiplier curve

FIXME_VAR_TYPE movementSlopeAngle= Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;

maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);

}

return tr.TransformDirection(desiredLocalDirection * maxSpeed);

}

 

private Vector3 AdjustGroundVelocityToNormal ( Vector3 hVelocity ,   Vector3 groundNormal  ){

Vector3 sideways = Vector3.Cross(Vector3.up, hVelocity);

return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;

}

 

private void  IsGroundedTest (){

return (groundNormal.y > 0.01f);

}

 

float GetMaxAcceleration ( bool grounded  ){

// Maximum acceleration on ground and in air

if (grounded)

return movement.maxGroundAcceleration;

else

return movement.maxAirAcceleration;

}

 

void  CalculateJumpVerticalSpeed ( float targetJumpHeight  ){

// From the jump height and gravity we deduce the upwards speed 

// for the character to reach at the apex.

return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);

}

 

void  IsJumping (){

return jumping.jumping;

}

 

void  IsSliding (){

return (grounded && sliding.enabled && TooSteep());

}

 

void  IsTouchingCeiling (){

return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;

}

 

void  IsGrounded (){

return grounded;

}

 

void  TooSteep (){

return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));

}

 

void  GetDirection (){

return inputMoveDirection;

}

 

void  SetControllable ( bool controllable  ){

canControl = controllable;

}

 

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.

// The function returns the length of the resulting vector.

float MaxSpeedInDirection ( Vector3 desiredMovementDirection  ){

if (desiredMovementDirection == Vector3.zero)

return 0;

else {

float zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;

Vector3 temp = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;

float length = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;

return length;

}

}

 

void  SetVelocity ( Vector3 velocity  ){

grounded = false;

movement.velocity = velocity;

movement.frameVelocity = Vector3.zero;

SendMessage("OnExternalVelocity");

}

 

// Require a character controller to be attached to the same game object

@script RequireComponent (CharacterController)

@script AddComponentMenu ("Character/Character Motor")

 

}

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