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2D Rougelike tutorial - stuck

Discussion in '2D' started by Yardi93, Apr 21, 2015.

  1. Yardi93

    Yardi93

    Joined:
    Apr 21, 2015
    Posts:
    3
    Hello.
    I'm stuck when i making a game with this tutorial.
    http://unity3d.com/learn/tutorials/projects/2d-roguelike/gamemanager
    I trying to select two scripts GameManager and BoardManager and add to GameManager like on the tutorial, but i recive error:
    - Please fix compile errors before creating new script components.
    Then i copy code under the tutorial and paste, and i still have same error.
    At bottom of the window i recive:
    - Assets/Scripts/BoardManager.cs(10,22): error CS0101: The namespace 'Completed' already contains a definition for 'BoardManager'.
    Idk what i do wrong.
    Script from BoardManager:
    Code (CSharp):
    1. using UnityEngine;
    2. using System;
    3. using System.Collections.Generic;       //Allows us to use Lists.
    4. using Random = UnityEngine.Random;      //Tells Random to use the Unity Engine random number generator.
    5.  
    6. namespace Completed
    7.  
    8. {
    9.  
    10.     public class BoardManager : MonoBehaviour
    11.     {
    12.         // Using Serializable allows us to embed a class with sub properties in the inspector.
    13.         [Serializable]
    14.         public class Count
    15.         {
    16.             public int minimum;             //Minimum value for our Count class.
    17.             public int maximum;             //Maximum value for our Count class.
    18.          
    19.          
    20.             //Assignment constructor.
    21.             public Count (int min, int max)
    22.             {
    23.                 minimum = min;
    24.                 maximum = max;
    25.             }
    26.         }
    27.      
    28.      
    29.         public int columns = 10;                                         //Number of columns in our game board.
    30.         public int rows = 10;                                            //Number of rows in our game board.
    31.         public Count wallCount = new Count (7, 14);                      //Lower and upper limit for our random number of walls per level.
    32.         public Count foodCount = new Count (1, 9);                      //Lower and upper limit for our random number of food items per level.
    33.         public GameObject exit;                                         //Prefab to spawn for exit.
    34.         public GameObject[] floorTiles;                                 //Array of floor prefabs.
    35.         public GameObject[] wallTiles;                                  //Array of wall prefabs.
    36.         public GameObject[] foodTiles;                                  //Array of food prefabs.
    37.         public GameObject[] enemyTiles;                                 //Array of enemy prefabs.
    38.         public GameObject[] outerWallTiles;                             //Array of outer tile prefabs.
    39.      
    40.         private Transform boardHolder;                                  //A variable to store a reference to the transform of our Board object.
    41.         private List <Vector3> gridPositions = new List <Vector3> ();   //A list of possible locations to place tiles.
    42.      
    43.      
    44.         //Clears our list gridPositions and prepares it to generate a new board.
    45.         void InitialiseList ()
    46.         {
    47.             //Clear our list gridPositions.
    48.             gridPositions.Clear ();
    49.          
    50.             //Loop through x axis (columns).
    51.             for(int x = 1; x < columns-1; x++)
    52.             {
    53.                 //Within each column, loop through y axis (rows).
    54.                 for(int y = 1; y < rows-1; y++)
    55.                 {
    56.                     //At each index add a new Vector3 to our list with the x and y coordinates of that position.
    57.                     gridPositions.Add (new Vector3(x, y, 0f));
    58.                 }
    59.             }
    60.         }
    61.      
    62.      
    63.         //Sets up the outer walls and floor (background) of the game board.
    64.         void BoardSetup ()
    65.         {
    66.             //Instantiate Board and set boardHolder to its transform.
    67.             boardHolder = new GameObject ("Board").transform;
    68.          
    69.             //Loop along x axis, starting from -1 (to fill corner) with floor or outerwall edge tiles.
    70.             for(int x = -1; x < columns + 1; x++)
    71.             {
    72.                 //Loop along y axis, starting from -1 to place floor or outerwall tiles.
    73.                 for(int y = -1; y < rows + 1; y++)
    74.                 {
    75.                     //Choose a random tile from our array of floor tile prefabs and prepare to instantiate it.
    76.                     GameObject toInstantiate = floorTiles[Random.Range (0,floorTiles.Length)];
    77.                  
    78.                     //Check if we current position is at board edge, if so choose a random outer wall prefab from our array of outer wall tiles.
    79.                     if(x == -1 || x == columns || y == -1 || y == rows)
    80.                         toInstantiate = outerWallTiles [Random.Range (0, outerWallTiles.Length)];
    81.                  
    82.                     //Instantiate the GameObject instance using the prefab chosen for toInstantiate at the Vector3 corresponding to current grid position in loop, cast it to GameObject.
    83.                     GameObject instance =
    84.                         Instantiate (toInstantiate, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject;
    85.                  
    86.                     //Set the parent of our newly instantiated object instance to boardHolder, this is just organizational to avoid cluttering hierarchy.
    87.                     instance.transform.SetParent (boardHolder);
    88.                 }
    89.             }
    90.         }
    91.      
    92.      
    93.         //RandomPosition returns a random position from our list gridPositions.
    94.         Vector3 RandomPosition ()
    95.         {
    96.             //Declare an integer randomIndex, set it's value to a random number between 0 and the count of items in our List gridPositions.
    97.             int randomIndex = Random.Range (0, gridPositions.Count);
    98.          
    99.             //Declare a variable of type Vector3 called randomPosition, set it's value to the entry at randomIndex from our List gridPositions.
    100.             Vector3 randomPosition = gridPositions[randomIndex];
    101.          
    102.             //Remove the entry at randomIndex from the list so that it can't be re-used.
    103.             gridPositions.RemoveAt (randomIndex);
    104.          
    105.             //Return the randomly selected Vector3 position.
    106.             return randomPosition;
    107.         }
    108.      
    109.      
    110.         //LayoutObjectAtRandom accepts an array of game objects to choose from along with a minimum and maximum range for the number of objects to create.
    111.         void LayoutObjectAtRandom (GameObject[] tileArray, int minimum, int maximum)
    112.         {
    113.             //Choose a random number of objects to instantiate within the minimum and maximum limits
    114.             int objectCount = Random.Range (minimum, maximum+1);
    115.          
    116.             //Instantiate objects until the randomly chosen limit objectCount is reached
    117.             for(int i = 0; i < objectCount; i++)
    118.             {
    119.                 //Choose a position for randomPosition by getting a random position from our list of available Vector3s stored in gridPosition
    120.                 Vector3 randomPosition = RandomPosition();
    121.              
    122.                 //Choose a random tile from tileArray and assign it to tileChoice
    123.                 GameObject tileChoice = tileArray[Random.Range (0, tileArray.Length)];
    124.              
    125.                 //Instantiate tileChoice at the position returned by RandomPosition with no change in rotation
    126.                 Instantiate(tileChoice, randomPosition, Quaternion.identity);
    127.             }
    128.         }
    129.      
    130.      
    131.         //SetupScene initializes our level and calls the previous functions to lay out the game board
    132.         public void SetupScene (int level)
    133.         {
    134.             //Creates the outer walls and floor.
    135.             BoardSetup ();
    136.          
    137.             //Reset our list of gridpositions.
    138.             InitialiseList ();
    139.          
    140.             //Instantiate a random number of wall tiles based on minimum and maximum, at randomized positions.
    141.             LayoutObjectAtRandom (wallTiles, wallCount.minimum, wallCount.maximum);
    142.          
    143.             //Instantiate a random number of food tiles based on minimum and maximum, at randomized positions.
    144.             LayoutObjectAtRandom (foodTiles, foodCount.minimum, foodCount.maximum);
    145.          
    146.             //Determine number of enemies based on current level number, based on a logarithmic progression
    147.             int enemyCount = (int)Mathf.Log(level, 2f);
    148.          
    149.             //Instantiate a random number of enemies based on minimum and maximum, at randomized positions.
    150.             LayoutObjectAtRandom (enemyTiles, enemyCount, enemyCount);
    151.          
    152.             //Instantiate the exit tile in the upper right hand corner of our game board
    153.             Instantiate (exit, new Vector3 (columns - 1, rows - 1, 0f), Quaternion.identity);
    154.         }
    155.     }
    156. }
     
    Last edited: Apr 21, 2015
  2. Yardi93

    Yardi93

    Joined:
    Apr 21, 2015
    Posts:
    3
    Nobody know a answer? This is a olny tutorial and i wanna to learn how to make games in unity.
     
  3. luxaorta

    luxaorta

    Joined:
    Apr 4, 2015
    Posts:
    6