Look my errors and all Script here. Can u help me please?
Assets/Script/Gun.js(38,94): BCE0127: A ref or out argument must be an lvalue: ‘(self.weight / 20)’
Assets/Script/Gun.js(38,53): BCE0017: The best overload for the method ‘UnityEngine.Mathf.SmoothDamp(float, float, ref float, float)’ is not compatible with the argument list ‘(float, float, float, int)’.
Assets/Script/Gun.js(39,94): BCE0127: A ref or out argument must be an lvalue: ‘(self.weight / 20)’
Assets/Script/Gun.js(39,53): BCE0017: The best overload for the method ‘UnityEngine.Mathf.SmoothDamp(float, float, ref float, float)’ is not compatible with the argument list ‘(float, float, float, int)’.
Assets/Script/Gun.js(40,94): BCE0127: A ref or out argument must be an lvalue: ‘(self.weight / 20)’
Assets/Script/Gun.js(40,53): BCE0017: The best overload for the method ‘UnityEngine.Mathf.SmoothDamp(float, float, ref float, float)’ is not compatible with the argument list ‘(float, float, float, int)’.
Guns.js
public enum GunType{ Automatic, SemiAutomatic, ShotGun, BurstFire }
var Sparks : Transform;
var muzzleFlash : Transform;
var NumberOfShots : int;
var damage : float;
var FireRate : float;
var spread : float;
var recoil : float;
var weight : float;
var type : GunType;
var magSize : int;
var ammo : int;
private var mag : int;
private var nextFire = 0.0;
private var SparksArray : Transform[];
private var ShotsLeft : int;
private var nextShot = 0.0;
private var ZAdd = 0.0;
private var DampX = 3.0;
private var DampY = 3.0;
private var DampZ = 3.0;
private var LockPosition : Vector3;
function Start(){
SparksArray = new Transform[NumberOfShots];
for(var i=0;i<SparksArray.Length;i++){
SparksArray *= Instantiate(Sparks, Sparks.position, Sparks.rotation);*
- }*
- LockPosition = transform.localPosition;*
}
function Update () {
-
transform.localPosition.x = Mathf.SmoothDamp(transform.localPosition.x, DampX, weight/20,5);*
-
transform.localPosition.y = Mathf.SmoothDamp(transform.localPosition.y, DampY, weight/20,5);*
-
transform.localPosition.z = Mathf.SmoothDamp(transform.localPosition.z, DampZ, weight/20,5) - ZAdd;*
-
switch(type){*
-
case GunType.Automatic :*
-
if(Input.GetButton("Fire1")){*
-
if(Time.time > nextFire){*
-
nextFire = Time.time + FireRate;*
-
FireA();*
-
}else*
-
ZAdd = 0.0;*
-
}else{*
-
muzzleFlash.particleSystem.Stop();*
-
Sparks.particleSystem.Stop();*
-
}*
-
break;*
-
case GunType.SemiAutomatic :*
-
if(Input.GetButtonUp("Fire1")){*
-
if(Time.time > nextFire){*
-
nextFire = Time.time + FireRate;*
-
FireA();*
-
}else*
-
ZAdd = 0.0;*
-
}else{*
-
muzzleFlash.particleSystem.Stop();*
-
Sparks.particleSystem.Stop();*
-
}*
-
break;*
-
case GunType.ShotGun :*
-
if(Input.GetButton("Fire1")){*
-
if(Time.time > nextFire){*
-
nextFire = Time.time + FireRate;*
-
FireS();*
-
}else*
-
ZAdd = 0.0;*
-
}else{*
-
muzzleFlash.particleSystem.Stop();*
-
for(var i=0;i<SparksArray.Length;i++){*
_ SparksArray*.particleSystem.Stop();_
_ }_
_ }_
_ break;_
_ case GunType.BurstFire :_
_ FireB();_
_ if(Input.GetButtonUp(“Fire1”)&&Time.time > nextFire && ShotsLeft <= 0){_
_ nextFire = Time.time + FireRateNumberOfShots;_
* ShotsLeft = NumberOfShots; *
* }else{*
* muzzleFlash.particleSystem.Stop();*
* Sparks.particleSystem.Stop();*
* }*
* break; *
* }*
}
function FireB(){
* if(ShotsLeft > 0){*
* if(Time.time > nextShot){*
* nextShot = Time.time + FireRate; *
* FireA();*
* ShotsLeft–;*
* }else{*
* ZAdd = 0.0;*
* }*
* }*
}
function FireS(){
* for(var i=0;i<SparksArray.Length;i++){*
* var hit : RaycastHit;*
_ var BulletDirection = transform.TransformDirection(new Vector3(Random.Range(-spread, spread) * 0.002, Random.Range(-spread, spread) * 0.001,1));_
* if(Physics.Raycast(transform.position, BulletDirection, hit, Mathf.Infinity)){*
* if(hit.transform.gameObject.tag==“Player”)*
* hit.transform.SendMessage(“M_Damage”, damage);
_ SparksArray.position = hit.point;
Sparks.particleSystem.Play();
}
}
muzzleFlash.particleSystem.Play();
ZAdd = recoil;
mag–;
}*_
*function FireA() { *
* var hit : RaycastHit;*
_ var BulletDirection = transform.TransformDirection(new Vector3(Random.Range(-spread, spread) * 0.002, Random.Range(-spread, spread) * 0.001,1));_
* muzzleFlash.particleSystem.Play();*
* if(Physics.Raycast(transform.position, BulletDirection, hit, Mathf.Infinity)){*
* if(hit.transform.gameObject.tag==“Player”)*
* hit.transform.SendMessage(“H_Damage”, damage);
_ Sparks.position = hit.point;
Sparks.particleSystem.Play();
}
ZAdd = recoil;
mag–;
}*_