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The type or namespace name 'IEnumerator' could not be found

Discussion in 'Scripting' started by LinkingLink14, Jul 19, 2022.

  1. LinkingLink14

    LinkingLink14

    Joined:
    Apr 22, 2022
    Posts:
    9
    Hi,

    I am following Brackey's tutorial on making weapon switching, but my code seems to give me this error saying "error CS0246: The type or namespace name 'IEnumerator' could not be found (are you missing a using directive or an assembly reference?)", even though everything is identical to his code. Here is my code:

    using UnityEngine;

    public class Gun : MonoBehaviour{


    public float damage = 10f;
    public float range = 100f;
    public float fireRate = 15f;
    public float impactForce = 30f;

    public int maxAmmo = 10f;
    private int currentAmmo;
    public float reloadTime = 1f;
    private bool isReloading = false;

    public Camera fpscamera;
    public ParticleSystem muzzleflash;
    public GameObject impactEffect;

    private float nextTimeToFire = 0f;

    void Start ()
    {
    currentAmmo = maxAmmo;
    }

    // Update is called once per frame
    void Update ()
    {

    if (isReloading)
    return;

    if (currentAmmo <= 0)
    {
    StartCoroutine(Reload());
    return;
    }

    if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire)
    {
    nextTimeToFire = Time.time + 1f / fireRate;
    Shoot();
    }

    }

    IEnumerator Reload ()
    {
    isReloading = true;
    Debug.Log("Reloading...");

    yield return new WaitForSeconds(reloadTime);

    currentAmmo = maxAmmo;
    isReloading = false;
    }

    void Shoot ()
    {
    muzzleflash.Play();

    currentAmmo--;

    RaycastHit hit;
    if (Physics.Raycast(fpscamera.transform.position, fpscamera.transform.forward, out hit, range))
    {
    UnityEngine.Debug.Log(hit.transform.name);

    Enemy target = hit.transform.GetComponent<Enemy>();
    if (target != null)
    {
    target.TakeDamage(damage);
    }

    if (hit.rigidbody != null)
    {
    hit.rigidbody.AddForce(-hit.normal * impactForce);
    }

    GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
    Destroy(impactGO, 2f);
    }

    }
    }

    Any help would be really appreciated!
    Thanks,
    Harrison
     
  2. GuirieSanchez

    GuirieSanchez

    Joined:
    Oct 12, 2021
    Posts:
    387
    Try and use the namespace "System.Collections" at the beginning of your script, for example in line 2 right below "using Unity.Engine".
    That should do it.
     
  3. Bunny83

    Bunny83

    Joined:
    Oct 18, 2010
    Posts:
    3,572
    Well, I've never followed any tutorial, but you're clearly not following properly ^^. I've quickly looked up the tutorial (it wasn't the weapon switching one but the ammo and reloading tutorial). Right here he adds the System.Collections namespace and even explains that in order to use coroutines you have to add it. So you probably skipped ahead or something?

    Next time when you have issues following a tutorial, at least include a link to that tutorial. While it only took me about 2 minutes to find it, that's just unnecessary.

    Please note that the purpose of a tutorial is to understand how something could be done based on an example. Most people seem to use tutorials just as a collection of free scripts to copy and paste. That's not how tutorials work. The end goal is to actually follow and listen to what he says in order to actually gain the knowledge to do it yourself. Depending on your pre-knowledge , learning capacity and dedication, in most cases there's no quick way to become a game developer (or just programmer for that matter) in a week.
     
    Sphinks and GuirieSanchez like this.
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,962
    Your problem is that you are actually NOT following the tutorial, as Bunny points out. You're going to waste 100% of your time with this approach, so you may wish to amend your process right now to actually learn something from all this.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors...

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
    GuirieSanchez and Bunny83 like this.
  5. LinkingLink14

    LinkingLink14

    Joined:
    Apr 22, 2022
    Posts:
    9
    Thank you! I have fixed the problem, and I really appreciate the help!
     
    GuirieSanchez likes this.