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ParticleEmitter 'emit' error

I just import Realistic.FPS.Prefab.v1.23 then i got Errors: 1) Assets/RFPSP/Scripts/Effects/WeaponEffects.cs(201,91): error CS1061: Type `UnityEngine.ParticleEmitter' does not contain a definition for `Emit' and no extension method `Emit' of type `UnityEngine.ParticleEmitter' could be found. Are you missing an assembly reference? 2) Assets/RFPSP/Scripts/Objects/!Destructibles/BreakableObject.cs(37,41): error CS1061: Type `UnityEngine.ParticleEmitter' does not contain a definition for `particleCount' and no extension method `particleCount' of type `UnityEngine.ParticleEmitter' could be found. Are you missing an assembly reference? 3) Assets/RFPSP/Scripts/Objects/WaterZone.cs(136,16): error CS1061: Type `UnityEngine.ParticleEmitter' does not contain a definition for `emit' and no extension method `emit' of type `UnityEngine.ParticleEmitter' could be found. Are you missing an assembly reference? 4) Assets/RFPSP/Scripts/Objects/WorldRecenter.cs(36,18): error CS0246: The type or namespace name `Particle' could not be found. Are you missing an assembly reference? 5) Assets/RFPSP/Scripts/Objects/WorldRecenter.cs(37,37): error CS0841: A local variable `emitterParticles' cannot be used before it is declared 6) Assets/RFPSP/Scripts/Objects/WorldRecenter.cs(41,21): error CS1061: Type `UnityEngine.ParticleEmitter' does not contain a definition for `particles' and no extension method `particles' of type `UnityEngine.ParticleEmitter' could be found. Are you missing an assembly reference? 7) Assets/RFPSP/Scripts/Player/FPSPlayer.cs(1171,104): error CS1061: Type `UnityEngine.ParticleEmitter' does not contain a definition for `Emit' and no extension method `Emit' of type `UnityEngine.ParticleEmitter' could be found. Are you missing an assembly reference? 8) Assets/RFPSP/Scripts/Weapons/WeaponBehavior.cs(1397,31): error CS1061: Type `UnityEngine.ParticleEmitter' does not contain a definition for `Emit' and no extension method `Emit' of type `UnityEngine.ParticleEmitter' could be found. Are you missing an assembly reference? Here's the attachment alt text Scripts: } }else{ if(defaultImpactSoundsMelee[0]){ hitSound = defaultImpactSoundsMelee[Random.Range(0, defaultImpactSoundsMelee.Length)];//select random impact sound for this surface type } } break; } impactObj.transform.position = hitPoint; if(rayNormal != Vector3.zero){ impactObj.transform.rotation = Quaternion.FromToRotation(Vector3.up, rayNormal); }else{ impactObj.transform.rotation = Quaternion.Euler(Vector3.up); } if(impactObj.GetComponent()){impactObj.GetComponent().Emit();} foreach (Transform child in impactObj.transform){//emit all particles in the particle effect game object group stored in impactObj var child.GetComponent().Emit();//emit the particle(s) } //modify the weapon impact sounds based on the weapon type, so the multiple shotgun impacts and automatic weapons aren't so loud if(!NpcAttack && !WeaponBehaviorComponent.meleeActive){ if(WeaponBehaviorComponent.projectileCount > 1){ hitVolumeAmt = 0.2f; }else if(!WeaponBehaviorComponent.semiAuto){ hitVolumeAmt = 0.8f; }else{ hitVolumeAmt = 1.0f; ------------------------------------------------------------------------------------------------ } //drop arrows if object is destroyed ArrowObject[] arrows = gameObject.GetComponentsInChildren(true); foreach (ArrowObject arr in arrows) { arr.transform.parent = null; arr.myRigidbody.isKinematic = false; arr.myBoxCol.isTrigger = false; arr.gameObject.tag = "Usable"; arr.falling = true; } if(breakParticles && breakParticles.particleCount == 0.0f){ Destroy(myTransform.gameObject); yield break; } } yield return new WaitForSeconds(0.1f); } } public void ApplyDamage (float damage){ hitPoints -= damage; if(hitPoints <= 0 && !broken){ if(breakParticles){ breakParticles.Emit();//emit broken object particles } if(GetComponent()){ GetComponent().pitch = Random.Range(0.95f * Time.timeScale, 1.0f * Time.timeScale);//add slight random value to breaking sound pitch for variety GetComponent().Play();//play break sound } //disable mesh and collider of glass object untill object is deleted after sound effect finishes playing ----------------------------------------------------------------------------------- } //store original sun/directional light color if(SunlightObj){origSunightColor = SunlightObj.color;} rippleEffect.emit = false; if(waterPlane){ waterPlane.gameObject.SetActive(false); underwaterYpos = waterPlane.transform.position.y; } if(useCausticsLight && causticsLight){ causticsLight.gameObject.SetActive(false); } if(waterPlaneTop){waterPlaneTop.gameObject.SetActive(true);} swimTimeState = false; rippleEffect.emit = false; particlesEffect.emit = false; FPSWalkerComponent.inWater = false; FPSWalkerComponent.swimming = false; FPSWalkerComponent.belowWater = false; FPSWalkerComponent.canWaterJump = true; FPSWalkerComponent.holdingBreath = false; if(frames.Length > 0){ InvokeRepeating("NextFrame", 0f, 1.0f / fps); } } void Update(){ if(!playerObj.activeInHierarchy){ swimTimeState = false; rippleEffect.emit = false; particlesEffect.emit = false; FPSWalkerComponent.inWater = false; FPSWalkerComponent.swimming = false; FPSWalkerComponent.belowWater = false; FPSWalkerComponent.canWaterJump = true; FPSWalkerComponent.holdingBreath = false; StopUnderwaterEffects(); } if(!myTransform.GetComponent().bounds.Contains(mainCamTransform.position - (mainCamTransform.up * 0.2f))){ StopUnderwaterEffects(); }else{ StartUnderwaterEffects (); ------------------------------------------------------------------------------------ } //recenter particles and particle emitters objects = FindObjectsOfType(typeof(ParticleEmitter)); foreach (Object o in objects) { ParticleEmitter pe = (ParticleEmitter)o; Particle[] emitterParticles = pe.particles; for(int i = 0; i < emitterParticles.Length; ++i) { emitterParticles[i].position -= cameraPosition; } pe.particles = emitterParticles; } //Refresh terrain to update tree colliders (can cause momentary hiccup on large terrains) if(refreshTerrain){ if(Terrain.activeTerrain){ TerrainData terrain = Terrain.activeTerrain.terrainData; float[,] heights = terrain.GetHeights(0, 0, 0, 0); terrain.SetHeights(0, 0, heights); } } } } } } ------------------------------------------------------------------------------ Vector3 toTarget = (attacker.position - transform.position).normalized; blockAngle = Vector3.Dot(toTarget, transform.forward); if(Vector3.Dot(toTarget, transform.forward) > WeaponBehaviorComponent.blockCoverage){ damage *= 1f - WeaponBehaviorComponent.blockDefenseAmt; otherfx.clip = WeaponBehaviorComponent.blockSound; otherfx.PlayOneShot(otherfx.clip, 1.0f); if(blockParticles){ blockParticles.transform.position = Camera.main.transform.position + Camera.main.transform.forward * (blockParticlesPos + CameraControlComponent.zoomDistance + CameraControlComponent.currentDistance); if(blockParticles.GetComponent()){blockParticles.GetComponent().Emit();} foreach (Transform child in blockParticles.transform){//emit all particles in the particle effect game object group stored in blockParticles var child.GetComponent().Emit();//emit the particle(s) } } blockState = true; } } timeLastDamaged = Time.time; Quaternion painKickRotation;//Set up rotation for pain view kicks int painKickUpAmt = 0; int painKickSideAmt = 0; ------------------------------------------------------------------------------------------------------ }else{ if(barrelSmokeTime + 0.5f > Time.time){ if((!InputComponent.fireHold || IronsightsComponent.reloading //emit particles if player is still holding fire button and fire time has elapsed for semi auto || ((Time.time - shootStartTime > 0.1f) && InputComponent.fireHold))&& lastMeleeTime + (meleeAttackTime * 2f) < Time.time&& !FPSWalkerComponent.sprintActive){ if(!FPSPlayerComponent.zoomed || WeaponPivotComponent.deadzoneZooming){ barrelSmokeParticles.transform.position = mainCamTransform.position + (mainCamTransform.right * barrelSmokeOffset.x) + (mainCamTransform.up * barrelSmokeOffset.y) + (mainCamTransform.forward * smokeForward) + (weaponLookDirection * barrelSmokeOffset.z);//muzzleFlash.position; }else{ barrelSmokeParticles.transform.position = mainCamTransform.position + (mainCamTransform.forward * smokeForward) + (weaponLookDirection * barrelSmokeOffset.z);//muzzleFlash.position; } barrelSmokeParticles.Emit(); } }else{ emitBarrelSmoke = false; } } } //reset bulletsJustFired value when not firing after a time if(Time.time - shootStartTime > fireRate + 0.2f){ bulletsJustFired = 0; ------------------------------------------------------------------------------------------

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