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Unity 5.6 animation error : Type 'UnityEngine.Component' does not support slicing.

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Here is soldier animation script var minimumRunSpeed = 1.0; function Start () { // Set all animations to loop animation.wrapMode = WrapMode.Loop; // Except our action animations, Dont loop those animation["Shoot"].wrapMode = WrapMode.Once; // Put idle and run in a lower layer. They will only animate if our action animations are not playing animation["Idle"].layer = -1; animation["Walk"].layer = -1; animation["walk"].layer = -1; animation.Stop(); } function SetSpeed (speed : float) { if (speed > minimumRunSpeed) animation.CrossFade("Walk"); else animation.CrossFade("Idle"); } *****Getting error in following line: animation.wrapMode = WrapMode.Loop; // Except our action animations, Dont loop those animation["Shoot"].wrapMode = WrapMode.Once; // Put idle and run in a lower layer. They will only animate if our action animations are not playing animation["Idle"].layer = -1; animation["Walk"].layer = -1; animation["walk"].layer = -1; animation.Stop(); }**** showing error does not support slicing any solution so please tell me humble request !... Here is another script in which it is telling error unity doesnot support slicing !... var speed = 3.0; var rotationSpeed = 5.0; var shootRange = 15.0; var attackRange = 30.0; var shootAngle = 4.0; var dontComeCloserRange = 5.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform; private var lastShot = -10.0; // Make sure there is always a character controller @script RequireComponent (CharacterController) function Start () { // Auto setup player as target through tags if (target == null && GameObject.FindWithTag("Player")) target = GameObject.FindWithTag("Player").transform; Patrol(); } function Patrol () { var curWayPoint = AutoWayPoint.FindClosest(transform.position); while (true) { var waypointPosition = curWayPoint.transform.position; // Are we close to a waypoint? -> pick the next one! if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance) curWayPoint = PickNextWaypoint (curWayPoint); // Attack the player and wait until // - player is killed // - player is out of sight if (CanSeeTarget ()) yield StartCoroutine("AttackPlayer"); // Move towards our target MoveTowards(waypointPosition); yield; } } function CanSeeTarget () : boolean { if (Vector3.Distance(transform.position, target.position) > attackRange) return false; var hit : RaycastHit; if (Physics.Linecast (transform.position, target.position, hit)) return hit.transform == target; return false; } function Shoot () { // Start shoot animation animation.CrossFade("shoot", 0.3); // Wait until half the animation has played yield WaitForSeconds(delayShootTime); // Fire gun BroadcastMessage("Fire"); // Wait for the rest of the animation to finish yield WaitForSeconds(animation["shoot"].length - delayShootTime); } function AttackPlayer () { var lastVisiblePlayerPosition = target.position; while (true) { if (CanSeeTarget ()) { // Target is dead - stop hunting if (target == null) return; // Target is too far away - give up var distance = Vector3.Distance(transform.position, target.position); if (distance > shootRange * 3) return; lastVisiblePlayerPosition = target.position; if (distance > dontComeCloserRange) MoveTowards (lastVisiblePlayerPosition); else RotateTowards(lastVisiblePlayerPosition); var forward = transform.TransformDirection(Vector3.forward); var targetDirection = lastVisiblePlayerPosition - transform.position; targetDirection.y = 0; var angle = Vector3.Angle(targetDirection, forward); // Start shooting if close and play is in sight if (distance < shootRange && angle < shootAngle) yield StartCoroutine("Shoot"); } else { yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition); // Player not visible anymore - stop attacking if (!CanSeeTarget ()) return; } yield; } } function SearchPlayer (position : Vector3) { // Run towards the player but after 3 seconds timeout and go back to Patroling var timeout = 3.0; while (timeout > 0.0) { MoveTowards(position); // We found the player if (CanSeeTarget ()) return; timeout -= Time.deltaTime; yield; } } function RotateTowards (position : Vector3) { SendMessage("SetSpeed", 0.0); var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.1) return; // Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); } function MoveTowards (position : Vector3) { var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.5) { SendMessage("SetSpeed", 0.0); return; } // Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); // Modify speed so we slow down when we are not facing the target var forward = transform.TransformDirection(Vector3.forward); var speedModifier = Vector3.Dot(forward, direction.normalized); speedModifier = Mathf.Clamp01(speedModifier); // Move the character direction = forward * speed * speedModifier; GetComponent (CharacterController).SimpleMove(direction); SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver); } function PickNextWaypoint (currentWaypoint : AutoWayPoint) { // We want to find the waypoint where the character has to turn the least // The direction in which we are walking var forward = transform.TransformDirection(Vector3.forward); // The closer two vectors, the larger the dot product will be. var best = currentWaypoint; var bestDot = -10.0; for (var cur : AutoWayPoint in currentWaypoint.connected) { var direction = Vector3.Normalize(cur.transform.position - transform.position); var dot = Vector3.Dot(direction, forward); if (dot > bestDot && cur != currentWaypoint) { bestDot = dot; best = cur; } } return best; } ***Getting error in this line = yield WaitForSeconds(animation["shoot"].length - delayShootTime);*** Please help me I am awaiting, about 89.23% of my FPS got completed. :/ So Please, Please Help Me!.. Urgent!!!...**

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