I am getting this error for my script
Assets/Scripts/MenuManager.cs(87,39): error CS0103: The name `pl’ does not exist in the current context
This is the MenuManager Script -
using UnityEngine;
using System.Collections;
public class MenuManager : MonoBehaviour {
public string CurrentMenu;
public string MatchName = "";
public string MatchPassword = "";
public int MatchMaxPlayers = 32;
private Vector2 ScrollLobby = Vector2.zero;
void Start()
{
CurrentMenu = "Main";
MatchName = "Insert Name Here " + Random.Range(0, 5000);
}
void OnGUI()
{
if(CurrentMenu == "Main")
Menu_Main();
if(CurrentMenu == "Lobby")
Menu_Lobby();
if(CurrentMenu == "Host")
Menu_HostGame();
}
public void NavigateTo(string nextmenu)
{
CurrentMenu = nextmenu;
}
private void Menu_Main()
{
if(GUI.Button(new Rect(10,10,200,50), "Host Game"))
{
NavigateTo("Host");
}
if(GUI.Button(new Rect(10,70,200,50), "Refresh"))
{
MasterServer.RequestHostList("Deathmatch");
}
GUI.Label (new Rect(220, 10, 130, 30),"Player Name");
MultiplayerManager.instance.PlayerName = GUI.TextField(new Rect(350,10,150,30), MultiplayerManager.instance.PlayerName);
if(GUI.Button(new Rect(520,10,100,30), "Save Name"))
{
PlayerPrefs.GetString("PlayerName", MultiplayerManager.instance.PlayerName);
}
GUILayout.BeginArea(new Rect(Screen.width - 400, 0, 400, Screen.height), "Server List", "Box");
GUILayout.Space(20);
foreach (HostData match in MasterServer.PollHostList())
{
GUILayout.BeginHorizontal("Box");
GUILayout.Label(match.gameName);
if (GUILayout.Button("Connect"));
{
Network.Connect(match);
}
GUILayout.EndHorizontal();
}
GUILayout.EndArea();
}
private void Menu_Lobby()
{
ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));
foreach (MPPlayer pl in MultiplayerManager.instance.PlayerList);
{
GUILayout.Box(pl.PlayerName);
}
GUILayout.EndScrollView();
}
private void Menu_HostGame()
{
if(GUI.Button(new Rect(10,10,200,50), "Back"))
{
NavigateTo("Main");
}
if(GUI.Button(new Rect(10,65,200,50), "Start Server"))
{
MultiplayerManager.instance.StartServer(MatchName, MatchPassword, MatchMaxPlayers);
}
GUI.Label (new Rect(220, 10, 130, 30),"Match Name");
MatchName = GUI.TextField(new Rect(400,10,200,30), MatchName);
GUI.Label (new Rect(220, 50, 130, 30),"Match Password");
MatchPassword = GUI.TextField(new Rect(400,50,200,30), MatchPassword);
GUI.Label (new Rect(220, 90, 130, 30),"Match Max Players");
GUI.Label (new Rect(400,90,200,30),MatchMaxPlayers.ToString());
MatchMaxPlayers = Mathf.Clamp(MatchMaxPlayers, 8, 32);
if(GUI.Button(new Rect(425,90,25,30), "+"))
MatchMaxPlayers += 2;
if(GUI.Button(new Rect(450,90,25,30), "-"))
MatchMaxPlayers -= 2;
}
void OnServerInitialized()
{
NavigateTo("Lobby");
}
void OnConnectedToServer()
{
NavigateTo("Lobby");
}
}
And this is the MultiPlayer Manager
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MultiplayerManager : MonoBehaviour
{
public static MultiplayerManager instance;
public string PlayerName = "";
private string MatchName = "";
private string MatchPassword = "";
private int MatchMaxUsers = 32;
public List<MPPlayer> PlayerList = new List<MPPlayer>();
void Start()
{
instance = this;
PlayerName = PlayerPrefs.GetString("PlayerName");
}
public void StartServer(string servername, string serverpassword, int maxusers)
{
MatchName = servername;
MatchPassword = serverpassword;
MatchMaxUsers = maxusers;
Network.InitializeServer(MatchMaxUsers, 2550, false);
MasterServer.RegisterHost("Deathmatch", MatchName, "Name");
//Network.InitializeSecurity();
}
void OnServerInitialized()
{
Server_PlayerJoinRequest(PlayerName, Network.player);
}
void OnConnectedToServer()
{
networkView.RPC("Server_PlayerJoinRequest()", RPCMode.Server, PlayerName, Network.player );
}
void OnPlayerDisconnected(NetworkPlayer id)
{
networkView.RPC("Client_RemovePlayer()", RPCMode.All, id);
}
[RPC]
void Server_PlayerJoinRequest(string PlayerName, NetworkPlayer view)
{
networkView.RPC("Client_AddPlayerToList", RPCMode.All, PlayerName, view);
}
[RPC]
void Client_AddPlayerToList(string Playername, NetworkPlayer view)
{
MPPlayer tempplayer = new MPPlayer();
tempplayer.PlayerName = Playername;
tempplayer.PlayerNetwork = view;
PlayerList.Add(tempplayer);
}
[RPC]
void Client_RemovePlayer(NetworkPlayer view)
{
MPPlayer temppl = null;
foreach(MPPlayer pl in PlayerList)
{
if(pl.PlayerNetwork == view)
{
temppl = pl;
}
}
if(temppl != null)
{
PlayerList.Remove(temppl);
}
}
}
public class MPPlayer
{
public string PlayerName = "PlayerName";
public NetworkPlayer PlayerNetwork;
}
I used this tutorial Thanks If you help I will put your name in the credits