I got the code from a unity code pack and inside the utility pack are the scripts I am trying to reference. The thing is one of the references works but not all of it. Below is the code.
private void HandleGridMovement()
{
gridMoveTimer += Time.deltaTime;
if (gridMoveTimer >= gridMoveTimerMax)
{
gridPosition += gridMoveDirection;
gridMoveTimer -= gridMoveTimerMax;
devourerMovePositionList.Insert(0, gridPosition);
gridPosition += gridMoveDirection;
if(devourerMovePositionList.Count >= devourerBodySize + 1)
{
devourerMovePositionList.RemoveAt(devourerMovePositionList.Count - 1);
}
for (int i=0; i < devourerMovePositionList.Count; i++)
{
Vector2Int devourerMovePosition = devourerMovePositionList[i];
World_Sprite worldSprite = World_Sprite.Create(new Vector3(devourerMovePosition.x, devourerMovePosition.y), Vector3.one * .5f, Color.white);
FunctionTimer.Create(worldSprite.DestroySelf, gridMoveTimerMax);
}
transform.position = new Vector3(gridPosition.x, gridPosition.y);
transform.eulerAngles = new Vector3(0, 0, GetAngleFromVector(gridMoveDirection) - 90);
levelGrid.DevourerMoved(gridPosition);
}
So it's supposed to create a body part and then delete it shortly after, but in what I'm learning from, the guy's script works but mine doesn't because even though I reimported the utility script and rewrote my script for the character but this still marks the timer as nonexistent. Would I end up making my own timer?