I am really new to unity and i'm trying to make a PlayerController with different states in different files.
this is the code so far:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
private PlayerState currentState;
void Start()
{
currentState = new PlayerIdle(this);
Cursor.lockState = CursorLockMode.Locked;
}
void Update()
{
currentState.OnStateUpdate();
}
public void ChangeState(PlayerState newState)
{
currentState.OnStateExit();
currentState = newState;
newState.OnStateEnter();
}
}
how do i fix this?
edit: here is the PlayerIdle code which is supposed to give me the error.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerIdle : PlayerState
{
public CharacterController controller;
public Transform cam;
public GameObject player = GameObject.Find("Player");
public float speed = 12f;
public float gravity = -9.81f;
public float jumpHeight = 3;
public float rotationSpeed;
float x;
float z;
public Transform groundCheck = GameObject.Find("groundCheck").transform;
public float groundDistance = 0.4f;
public LayerMask groundMask;
[SerializeField] Vector3 velocity;
public bool isGrounded;
public float turnSmoothTime = 1f;
float turnSmoothVelocity;
public PlayerIdle(PlayerController playerController) : base(playerController)
{
this.playerController = playerController;
}
public override void OnStateEnter()
{
}
public override void OnStateExit()
{
}
public override void OnStateUpdate()
{
x = Input.GetAxisRaw("Horizontal");
z = Input.GetAxis("Vertical");
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
velocity = player.transform.TransformDirection(Vector3.forward) * speed * z + new Vector3(0f, velocity.y, 0f); ;
if (Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
}
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
velocity.y += gravity * Time.deltaTime;
player.transform.Rotate(new Vector3(0f, x * rotationSpeed, 0f));
controller.Move(velocity * Time.deltaTime);
}
}
any help would be much appreciated :)
also, i found out this is called a statemachine if that helps.