Quantcast
Channel: Questions in topic: "attach"
Viewing all articles
Browse latest Browse all 168

Can't Add Script

$
0
0
I cannot add a script to an object It says "Can't add script behaviour CharacterMotor. The script class can't be abstract . Here's the script. using UnityEngine; using System.Collections; public abstract class CharacterMotor : MonoBehaviour { public float maxForwardSpeed = 1.5f; public float maxBackwardsSpeed = 1.5f; public float maxSidewaysSpeed = 1.5f; public float maxVelocityChange = 0.2f; public float gravity = 10.0f; public bool canJump = true; public float jumpHeight = 1.0f; public Vector3 forwardVector = Vector3.forward; protected Quaternion alignCorrection; private bool m_Grounded = false; public bool grounded { get { return m_Grounded; } protected set { m_Grounded = value; } } private bool m_Jumping = false; public bool jumping { get { return m_Jumping; } protected set { m_Jumping = value; } } private Vector3 m_desiredMovementDirection; private Vector3 m_desiredFacingDirection; void Start () { alignCorrection = new Quaternion(); alignCorrection.SetLookRotation(forwardVector, Vector3.up); alignCorrection = Quaternion.Inverse(alignCorrection); } public Vector3 desiredMovementDirection { get { return m_desiredMovementDirection; } set { m_desiredMovementDirection = value; if (m_desiredMovementDirection.magnitude>1) m_desiredMovementDirection = m_desiredMovementDirection.normalized; } } public Vector3 desiredFacingDirection { get { return m_desiredFacingDirection; } set { m_desiredFacingDirection = value; if (m_desiredFacingDirection.magnitude>1) m_desiredFacingDirection = m_desiredFacingDirection.normalized; } } public Vector3 desiredVelocity { get { //return m_desiredVelocity; if (m_desiredMovementDirection==Vector3.zero) return Vector3.zero; else { float zAxisEllipseMultiplier = (m_desiredMovementDirection.z>0 ? maxForwardSpeed : maxBackwardsSpeed) / maxSidewaysSpeed; Vector3 temp = new Vector3(m_desiredMovementDirection.x, 0, m_desiredMovementDirection.z/zAxisEllipseMultiplier).normalized; float length = new Vector3(temp.x, 0, temp.z*zAxisEllipseMultiplier).magnitude * maxSidewaysSpeed; Vector3 velocity = m_desiredMovementDirection * length; return transform.rotation * velocity; } } } }

Viewing all articles
Browse latest Browse all 168

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>