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contains a definition error

Discussion in 'Scripting' started by ahmedalheday, Jul 16, 2014.

  1. ahmedalheday

    ahmedalheday

    Joined:
    Feb 24, 2014
    Posts:
    103
    hello
    i downloed it a asset and seem to get 4 errors and having some problems on fixing them
    cud some one just show me or what the problem seems to be coz they are all the same but dont know what to do coz each time i try to fix it it add me more errors

    1th
    Assets/FPSControlAssets/Standard Assets/Character Controllers/Sources/Scripts/Charactermotor.js(148,7): BCE0132: The namespace '' already contains a definition for 'CharacterMotorSliding'.

    2th
    Assets/FPSControlAssets/Standard Assets/Character Controllers/Sources/Scripts/Charactermotor.js(148,7): BCE0132: The namespace '' already contains a definition for 'CharacterMotorSliding'.

    3th
    Assets/FPSControlAssets/Standard Assets/Character Controllers/Sources/Scripts/Charactermotor.js(71,7): BCE0132: The namespace '' already contains a definition for 'CharacterMotorJumping'.

    4th
    Assets/FPSControlAssets/Standard Assets/Character Controllers/Sources/Scripts/Charactermotor.js(63,6): BCE0132: The namespace '' already contains a definition for 'MovementTransferOnJump'.





    ((PLS NO NEED TO BE RUDE ))
     
  2. LeftyRighty

    LeftyRighty

    Joined:
    Nov 2, 2012
    Posts:
    5,148
    you have more than one script called "CharacterMotorJumping" and more than one called "MovementTransferOnJump" in your project.

    Either you've downloaded two asset bundles with the same named scripts in each (or maybe imported the same one twice? not sure that how that would react), or you had scripts of your own with those names and there are also ones in the assets you downloaded.
     
    ahmedalheday likes this.
  3. ahmedalheday

    ahmedalheday

    Joined:
    Feb 24, 2014
    Posts:
    103

    there seems to be a problem
    each time i fix it more comes out :/
    #pragma strict
    #pragma implicit
    #pragma downcast

    // Does this script currently respond to input?
    var canControl : boolean = true;

    var useFixedUpdate : boolean = 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
    var inputMoveDirection : Vector3 = 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
    var inputJump : boolean = false;

    class CharacterMotorMovements {
    // The maximum horizontal speed when moving
    var maxForwardSpeed : float = 10.0;
    var maxSidewaysSpeed : float = 10.0;
    var maxBackwardsSpeed : float = 10.0;

    // Curve for multiplying speed based on slope (negative = downwards)
    var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));

    // How fast does the character change speeds? Higher is faster.
    var maxGroundAcceleration : float = 30.0;
    var maxAirAcceleration : float = 20.0;

    // The gravity for the character
    var gravity : float = 10.0;
    var maxFallSpeed : float = 20.0;

    // 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
    var collisionFlags : CollisionFlags;

    // We will keep track of the character's current velocity,
    @System.NonSerialized
    var velocity : Vector3;

    // This keeps track of our current velocity while we're not grounded
    @System.NonSerialized
    var frameVelocity : Vector3 = Vector3.zero;

    @System.NonSerialized
    var hitPoint : Vector3 = Vector3.zero;

    @System.NonSerialized
    var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
    }

    var movement : CharacterMotorMovement = 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?
    var enabled : boolean = true;

    // How high do we jump when pressing jump and letting go immediately
    var baseHeight : float = 1.0;

    // We add extraHeight units (meters) on top when holding the button down longer while jumping
    var extraHeight : float = 4.1;

    // 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.
    var perpAmount : float = 0.0;

    // 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.
    var steepPerpAmount : float = 0.5;

    // 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
    var jumping : boolean = false;

    @System.NonSerialized
    var holdingJumpButton : boolean = false;

    // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
    @System.NonSerialized
    var lastStartTime : float = 0.0;

    @System.NonSerialized
    var lastButtonDownTime : float = -100;

    @System.NonSerialized
    var jumpDir : Vector3 = Vector3.up;
    }

    var jumping : CharacterMotorJumping = CharacterMotorJumping();

    class CharacterMotorMovingPlatform {
    var enabled : boolean = true;

    var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;

    @System.NonSerialized
    var hitPlatform : Transform;

    @System.NonSerialized
    var activePlatform : Transform;

    @System.NonSerialized
    var activeLocalPoint : Vector3;

    @System.NonSerialized
    var activeGlobalPoint : Vector3;

    @System.NonSerialized
    var activeLocalRotation : Quaternion;

    @System.NonSerialized
    var activeGlobalRotation : Quaternion;

    @System.NonSerialized
    var lastMatrix : Matrix4x4;

    @System.NonSerialized
    var platformVelocity : Vector3;

    @System.NonSerialized
    var newPlatform : boolean;
    }

    var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();

    class CharacterMotorSliding {
    // Does the character slide on too steep surfaces?
    var enabled : boolean = true;

    // How fast does the character slide on steep surfaces?
    var slidingSpeed : float = 15;

    // How much can the player control the sliding direction?
    // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
    var sidewaysControl : float = 1.0;

    // How much can the player influence the sliding speed?
    // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
    var speedControl : float = 0.4;
    }

    var sliding : CharacterMotorSliding = CharacterMotorSliding();

    @System.NonSerialized
    var grounded : boolean = true;

    @System.NonSerialized
    var groundNormal : Vector3 = Vector3.zero;

    private var lastGroundNormal : Vector3 = Vector3.zero;

    private var tr : Transform;

    private var controller : CharacterController;

    function Awake () {
    controller = GetComponent (CharacterController);
    tr = transform;
    }

    private function UpdateFunction () {
    // We copy the actual velocity into a temporary variable that we can manipulate.
    var velocity : Vector3 = movement.velocity;

    // Update velocity based on input
    velocity = ApplyInputVelocityChange(velocity);

    // Apply gravity and jumping force
    velocity = ApplyGravityAndJumping (velocity);

    // Moving platform support
    var moveDistance : Vector3 = Vector3.zero;
    if (MoveWithPlatform()) {
    var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
    moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
    if (moveDistance != Vector3.zero)
    controller.Move(moveDistance);

    // Support moving platform rotation as well:
    var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
    var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);

    var yRotation = rotationDiff.eulerAngles.y;
    if (yRotation != 0) {
    // Prevent rotation of the local up vector
    tr.Rotate(0, yRotation, 0);
    }
    }

    // Save lastPosition for velocity calculation.
    var lastPosition : Vector3 = tr.position;

    // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
    var currentMovementOffset : Vector3 = 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.
    var pushDownOffset : float = 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.
    var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
    movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
    var newHVelocity : Vector3 = 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 {
    var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
    movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
    }

    if (movement.velocity.y < velocity.y - 0.001) {
    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*0.5 + 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;
    }
    }

    function FixedUpdate () {
    if (movingPlatform.enabled) {
    if (movingPlatform.activePlatform != null) {
    if (!movingPlatform.newPlatform) {
    var lastVelocity : Vector3 = 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();
    }

    function Update () {
    if (!useFixedUpdate)
    UpdateFunction();
    }

    private function ApplyInputVelocityChange (velocity : Vector3) {
    if (!canControl)
    inputMoveDirection = Vector3.zero;

    // Find desired velocity
    var desiredVelocity : Vector3;
    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
    var 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
    var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
    var velocityChangeVector : Vector3 = (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 function ApplyGravityAndJumping (velocity : Vector3) {

    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 0.2 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 < 0.2)) {
    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;
    }

    function OnControllerColliderHit (hit : ControllerColliderHit) {
    if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
    if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
    groundNormal = hit.normal;
    else
    groundNormal = lastGroundNormal;

    movingPlatform.hitPlatform = hit.collider.transform;
    movement.hitPoint = hit.point;
    movement.frameVelocity = Vector3.zero;
    }
    }

    private function 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) {
    var platform : Transform = movingPlatform.activePlatform;
    yield WaitForFixedUpdate();
    yield WaitForFixedUpdate();
    if (grounded && platform == movingPlatform.activePlatform)
    yield 1;
    }
    movement.velocity -= movingPlatform.platformVelocity;
    }
    }

    private function MoveWithPlatform () : boolean {
    return (
    movingPlatform.enabled
    && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
    && movingPlatform.activePlatform != null
    );
    }

    private function GetDesiredHorizontalVelocity () {
    // Find desired velocity
    var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
    var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
    if (grounded) {
    // Modify max speed on slopes based on slope speed multiplier curve
    var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
    maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
    }
    return tr.TransformDirection(desiredLocalDirection * maxSpeed);
    }

    private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
    var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
    return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
    }

    private function IsGroundedTest () {
    return (groundNormal.y > 0.01);
    }

    function GetMaxAcceleration (grounded : boolean) : float {
    // Maximum acceleration on ground and in air
    if (grounded)
    return movement.maxGroundAcceleration;
    else
    return movement.maxAirAcceleration;
    }

    function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
    // 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);
    }

    function IsJumping () {
    return jumping.jumping;
    }

    function IsSliding () {
    return (grounded && sliding.enabled && TooSteep());
    }

    function IsTouchingCeiling () {
    return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
    }

    function IsGrounded () {
    return grounded;
    }

    function TooSteep () {
    return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
    }

    function GetDirection () {
    return inputMoveDirection;
    }

    function SetControllable (controllable : boolean) {
    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.
    function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
    if (desiredMovementDirection == Vector3.zero)
    return 0;
    else {
    var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
    var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
    var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
    return length;
    }
    }

    function SetVelocity (velocity : Vector3) {
    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")
     
  4. LeftyRighty

    LeftyRighty

    Joined:
    Nov 2, 2012
    Posts:
    5,148
    use code tags... again...