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Errors when switching platform to Android

Discussion in 'Android' started by Bayreuth, Sep 13, 2015.

  1. Bayreuth

    Bayreuth

    Joined:
    Apr 28, 2013
    Posts:
    5
    Hello,i have some errors when switching to android platform.


    Assets/Scripts/Technical/CameraObjectFade.js(105,22): BCE0019: 'needFadeOut' is not a member of 'Object'.
    Assets/Scripts/Technical/CameraObjectFade.js(107,59): BCE0019: 'alphaMaterials' is not a member of 'Object'.
    Assets/Scripts/Technical/CameraObjectFade.js(119,59): BCE0019: 'alphaMaterials' is not a member of 'Object'.

    Assets/Scripts/Technical/CameraObjectFade.js(131,44): BCE0019: 'alphaMaterials' is not a member of 'Object'.

    Assets/Scripts/Technical/CameraObjectFade.js(133,30): BCE0019: 'renderer' is not a member of 'Object'.

    Assets/Scripts/Technical/CameraObjectFade.js(134,30): BCE0019: 'renderer' is not a member of 'Object'.

    Assets/Scripts/Technical/CameraObjectFade.js(134,62): BCE0019: 'originalMaterials' is not a member of 'Object'.

    Assets/Scripts/Technical/CameraObjectFade.js(136,47): BCE0019: 'alphaMaterials' is not a member of 'Object'.


    and this one:


    Assets/Scripts/Technical/MouseOrbit.js(76,29): BCE0051: Operator '*' cannot be used with a left hand side of type 'Object' and a right hand side of type 'UnityEngine.Vector3'.



    please help, thanks in advance

    Scripts:


    Code (JavaScript):
    1. //CameraObjectFade.js
    2.  
    3. /* Fades out any objects between the player and this transform.
    4.   The renderers shader is first changed to be an Alpha/Diffuse, then alpha is faded out to fadedOutAlpha.
    5.   Only objects
    6.  
    7.   In order to catch all occluders, 5 rays are casted. occlusionRadius is the distance between them.
    8.   */
    9.   var layerMask : LayerMask = 2;
    10.   var target : Transform;
    11.   var fadeSpeed  = 1.0;
    12.   var occlusionRadius  = .3;
    13.   var fadedOutAlpha  = 0.3;
    14.  
    15.   private var fadedOutObjects = Array ();
    16.  
    17.   class FadeoutLOSInfo
    18.   {
    19.   var renderer : Renderer;
    20.   var originalMaterials : Material[];
    21.   var alphaMaterials : Material[];
    22.   var needFadeOut = true;
    23.   }
    24.  
    25.   function FindLosInfo (r : Renderer) : FadeoutLOSInfo
    26.   {
    27.   for (var fade : FadeoutLOSInfo in fadedOutObjects)
    28.   {
    29.   if (r == fade.renderer)
    30.   return fade;
    31.   }
    32.   return null;
    33.   }
    34.  
    35.   function LateUpdate () {
    36.   var from = transform.position;
    37.   var to = target.position;
    38.   var castDistance = Vector3.Distance(to, from);
    39.  
    40.   //MY LAYERMASK CODE
    41. //  layerMask = target.gameObject.GetComponentInChildren(BlobOneSurface).ReturnIgnoreLayer();
    42. //     layerMask = ~(layerMask.value);
    43.  
    44.   // Mark all objects as not needing fade out
    45.   for (var fade : FadeoutLOSInfo in fadedOutObjects)
    46.   {
    47.   fade.needFadeOut = false;
    48.   }
    49.  
    50.   var offsets = [Vector3(0, 0, 0), Vector3(0, occlusionRadius, 0), Vector3(0, -occlusionRadius, 0), Vector3(occlusionRadius, 0, 0), Vector3(-occlusionRadius, 0, 0)];
    51.  
    52.   // We cast 5 rays to really make sure even occluders that are partly occluding the player are faded out
    53.   for (var offset in offsets)
    54.   {
    55.   var relativeOffset = transform.TransformDirection(offset);
    56.   // Find all blocking objects which we want to hide
    57.   var hits : RaycastHit[] = Physics.RaycastAll(from + relativeOffset, to - from, castDistance, layerMask.value);
    58. //  Debug.DrawRay(from + relativeOffset, to - from,  Color.green);
    59.   for (var hit : RaycastHit in hits)
    60.   {
    61.      //MY CHECK PLAYER TAG CODE
    62.      if (hit.transform.gameObject.tag == "Player"){
    63.        continue;}
    64.    
    65.   // Make sure we have a renderer
    66.   var hitRenderer : Renderer = hit.collider.renderer;
    67.   if (hitRenderer == null || !hitRenderer.enabled)
    68.   continue;
    69.  
    70.   var info = FindLosInfo(hitRenderer);
    71.  
    72.   // We are not fading this renderer already, so insert into faded objects map
    73.   if (info == null)
    74.   {
    75.   info = new FadeoutLOSInfo ();
    76.   info.originalMaterials = hitRenderer.sharedMaterials;
    77.   info.alphaMaterials = new Material[info.originalMaterials.length];
    78.   info.renderer = hitRenderer;
    79.   for (var i=0;i<info.originalMaterials.length;i++)
    80.   {
    81.   var newMaterial = new Material (Shader.Find("Alpha/Diffuse"));
    82.   newMaterial.mainTexture = info.originalMaterials.mainTexture;
    83.   newMaterial.color = info.originalMaterials.color;
    84.   newMaterial.color.a = 1.0;
    85.   info.alphaMaterials = newMaterial;
    86.   }
    87.  
    88.   hitRenderer.sharedMaterials = info.alphaMaterials;
    89.   fadedOutObjects.Add(info);
    90.   }
    91.   // Just mark the renderer as needing fade out
    92.   else
    93.   {
    94.   info.needFadeOut = true;
    95.   }
    96.   }
    97.   }
    98.  
    99.   // Now go over all renderers and do the actual fading!
    100.   var fadeDelta = fadeSpeed * Time.deltaTime;
    101.   for (i=0;i<fadedOutObjects.Count;i++)
    102.   {
    103.   var fade = fadedOutObjects;
    104.   // Fade out up to minimum alpha value
    105.   if (fade.needFadeOut)
    106.   {
    107.   for (var alphaMaterial : Material in fade.alphaMaterials)
    108.   {
    109.   var alpha = alphaMaterial.color.a;
    110.   alpha -= fadeDelta;
    111.   alpha = Mathf.Max(alpha, fadedOutAlpha);
    112.   alphaMaterial.color.a = alpha;
    113.   }
    114.   }
    115.   // Fade back in
    116.   else
    117.   {
    118.   var totallyFadedIn = 0;
    119.   for (var alphaMaterial : Material in fade.alphaMaterials)
    120.   {
    121.   alpha = alphaMaterial.color.a;
    122.   alpha += fadeDelta;
    123.   alpha = Mathf.Min(alpha, 1.0);
    124.   alphaMaterial.color.a = alpha;
    125.   if (alpha >= 0.99)
    126.   totallyFadedIn++;
    127.   }
    128.  
    129.   // All alpha materials are faded back to 100%
    130.   // Thus we can switch back to the original materials
    131.   if (totallyFadedIn == fade.alphaMaterials.length)
    132.   {
    133.   if (fade.renderer)
    134.   fade.renderer.sharedMaterials = fade.originalMaterials;
    135.  
    136.   for ( newMaterial in fade.alphaMaterials)
    137.   Destroy(newMaterial);
    138.  
    139.   fadedOutObjects.RemoveAt(i);
    140.   i--;
    141.   }
    142.   }
    143.   }
    144.   }
    145.  
    146.   @script AddComponentMenu ("Third Person Camera/Fadeout Line of Sight")
    147.  
    ---------------------------------------------------------------------------------------------------------------

    MouseOrbit.js

    Code (JavaScript):
    1. var target : Transform;
    2. var distance = 10.0;
    3.  
    4. var xSpeed = 250.0;
    5. var ySpeed = 120.0;
    6.  
    7. var yMinLimit = -20;
    8. var yMaxLimit = 80;
    9.  
    10. private var rotation;
    11. private var position;
    12.  
    13. private var x = 0.0;
    14. private var y = 0.0;
    15. private var keyPressed : boolean = false;
    16.  
    17. @script AddComponentMenu("Camera-Control/Mouse Orbit")
    18.  
    19. function Start () {
    20.   var angles = transform.eulerAngles;
    21.   x = angles.y;
    22.   y = angles.x;
    23.  
    24.    // Make the rigid body not change rotation
    25.      if (rigidbody)
    26.      rigidbody.freezeRotation = true;
    27.  
    28.    Screen.showCursor = false;     //ADDED THIS
    29. }
    30.  
    31. function Update (){
    32.  
    33.    if(Input.GetMouseButtonDown(0)) //CAMERA SNAP CODE ADDED
    34.    {
    35.      keyPressed = true;
    36.    }
    37. }
    38.  
    39. function LateUpdate () {
    40.   if (target) {
    41.   x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
    42.   y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
    43.    
    44.      y = ClampAngle(y, yMinLimit, yMaxLimit);
    45.      
    46.      if(keyPressed)  //CAMERA SNAP CODE ADDED
    47.      {
    48.    //     Debug.Log((transform.rotation.y <= 225) && (transform.rotation.y > 135));
    49.        if((transform.eulerAngles.y <= 225) && (transform.eulerAngles.y > 135)){
    50.    //       transform.eulerAngles = Vector3(0,180,0); Debug.Log("180");
    51. //         rotation = Quaternion.Euler(transform.eulerAngles.x, 180, transform.eulerAngles.z); x = 0.0; y = 0.0;
    52.          x = 180.0;
    53.        }
    54.        
    55.        else if((transform.eulerAngles.y <= 135) && (transform.eulerAngles.y > 45)){
    56.    //       transform.eulerAngles = Vector3(0,90,0); Debug.Log("90");
    57.          x = 90.0;
    58.        }
    59.        
    60.        else if((transform.eulerAngles.y <= 315) && (transform.eulerAngles.y > 225)){
    61.    //       transform.eulerAngles = Vector3(0,270,0); Debug.Log("270");
    62.          x = 270.0;
    63.        }
    64.              
    65.        else {
    66.    //         transform.eulerAngles = Vector3(0,0,0);Debug.Log("0");
    67.            x = 0.0;
    68.           }
    69.      
    70.        keyPressed = false;  
    71.      }
    72. //      else {
    73.        rotation = Quaternion.Euler(y, x, 0);
    74. //      }
    75.      
    76.   position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
    77.  
    78.   transform.rotation = rotation;
    79.   transform.position = position;
    80.  
    81.  
    82.    
    83.   }
    84. }
    85.  
    86. static function ClampAngle (angle : float, min : float, max : float) {
    87.    if (angle < -360)
    88.      angle += 360;
    89.    if (angle > 360)
    90.      angle -= 360;
    91.    return Mathf.Clamp (angle, min, max);
    92. }