![alt text][1]
[1]: /storage/temp/52433-errors.png
----------
Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)
Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 148)
Invalid AABB result
(Filename: C:/buildslave/unity/build/Runtime/Geometry/AABB.cpp Line: 181)
Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)
Quaternion To Matrix conversion failed because input Quaternion is invalid {1.#QNAN0, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 148)
----------
Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, 1.#QNAN0} l=-1.#IND00
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)
Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, 1.#QNAN0, 1.#QNAN0, 1.#QNAN0} l=1.#QNAN0
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)
Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)
Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)
Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)
Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)
Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#IND00, -1.#IND00, -1.#IND00, -1.#IND00} l=-1.#IND00
(Filename: C:/buildslave/unity/build/Runtime/Math/Quaternion.cpp Line: 188)
----------
Invalid AABB aabb
UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean)
UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169)
UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150)
UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17)
UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82)
UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678)
UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185)
UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178)
UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334)
[C:\buildslave\unity\build\Runtime/Geometry/AABB.h line 171]
(Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)
Invalid AABB result
UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean)
UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169)
UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150)
UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17)
UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82)
UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678)
UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185)
UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178)
UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334)
[C:/buildslave/unity/build/Runtime/Geometry/AABB.cpp line 192]
(Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)
Invalid AABB aabb
UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean)
UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169)
UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150)
UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17)
UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82)
UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678)
UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185)
UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178)
UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334)
[C:\buildslave\unity\build\Runtime/Geometry/AABB.h line 171]
(Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)
Invalid AABB aabb
UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean)
UnityEditor.Tools:GetHandlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:169)
UnityEditor.Tools:get_handlePosition() (at C:\buildslave\unity\build\artifacts\generated\common\editor\ToolsBindings.gen.cs:150)
UnityEditor.ManipulationTool:OnToolGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:17)
UnityEditor.MoveTool:OnGUI(SceneView) (at C:\buildslave\unity\build\Editor\Mono\GUI\Tools\BuiltinTools.cs:82)
UnityEditor.SceneView:DefaultHandles() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1678)
UnityEditor.SceneView:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:1206)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:185)
UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:178)
UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:334)
[C:\buildslave\unity\build\Runtime/Geometry/AABB.h line 171]
(Filename: /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs Line: 222)
----------
using UnityEngine;
using System.Collections;
public class ThirdPCameraController : MonoBehaviour
{
public GameObject Player;
public float Shiftspeed = 0;
Transform Defaultcampos;
Transform Backwardcampos;
Transform Leftturncampos;
Transform Rightturncampos;
Transform Jumpcampos;
Transform Orbitcampos;
Transform Uncontrollablecampos;
bool Quickshift = false;
// Use this for initialization
void Start()
{
Defaultcampos = GameObject.Find("Defaultcampos").transform;
if (GameObject.Find("Backwardcampos"))
{
Backwardcampos = GameObject.Find("Backwardcampos").transform;
}
if (GameObject.Find("Leftturncampos"))
{
Leftturncampos = GameObject.Find("Leftturncampos").transform;
}
if (GameObject.Find("Rightturncampos"))
{
Rightturncampos = GameObject.Find("Rightturncampos").transform;
}
if (GameObject.Find("Jumpcampos"))
{
Jumpcampos = GameObject.Find("Jumpcampos").transform;
}
if (GameObject.Find("Orbitcampos"))
{
Orbitcampos = GameObject.Find("Orbitcampos").transform;
}
if (GameObject.Find("Uncontrollablecampos"))
{
Uncontrollablecampos = GameObject.Find("Uncontrollablecampos").transform;
}
transform.position = Defaultcampos.position;
transform.forward = Defaultcampos.forward;
}
void FixedUpdate()
{
if (Input.GetAxis("Vertical") > 0 && Player.GetComponent().Anim.GetBool("Jumpcam") && Player.GetComponent().Controllable)
{
SettoJump();
}
else if (Input.GetAxis("Vertical") < 0 && !Player.GetComponent().Anim.GetBool("Sprint") && Player.GetComponent().Controllable)
{
SettoBackward();
}
else if (Input.GetAxis("Horizontal") < 0 && !Player.GetComponent().Anim.GetBool("Sprint") && Player.GetComponent().Controllable)
{
SettoLeftturn();
}
else if (Input.GetAxis("Horizontal") > 0 && !Player.GetComponent().Anim.GetBool("Sprint") && Player.GetComponent().Controllable)
{
SettoRightturn();
}
else if (Player.GetComponent().Idling && Player.GetComponent().Controllable)
{
SettoOrbit();
}
else if (!Player.GetComponent().Controllable)
{
SettoUncontrollable();
}
else
{
SettoDefault();
}
}
void SettoDefault()
{
if (Quickshift == false)
{
transform.position = Vector3.Lerp(transform.position, Defaultcampos.position, Time.fixedDeltaTime * Shiftspeed);
transform.forward = Vector3.Lerp(transform.forward, Defaultcampos.forward, Time.fixedDeltaTime * Shiftspeed);
}
else
{
transform.position = Defaultcampos.position;
transform.forward = Defaultcampos.forward;
Quickshift = false;
}
}
void SettoBackward()
{
Quickshift = true;
transform.position = Backwardcampos.position;
transform.forward = Backwardcampos.forward;
}
void SettoLeftturn()
{
Quickshift = false;
transform.position = Vector3.Lerp(transform.position, Leftturncampos.position, Time.fixedDeltaTime * Shiftspeed);
transform.forward = Vector3.Lerp(transform.forward, Leftturncampos.forward, Time.fixedDeltaTime * Shiftspeed);
}
void SettoRightturn()
{
Quickshift = false;
transform.position = Vector3.Lerp(transform.position, Rightturncampos.position, Time.fixedDeltaTime * Shiftspeed);
transform.forward = Vector3.Lerp(transform.forward, Rightturncampos.forward, Time.fixedDeltaTime * Shiftspeed);
}
void SettoJump()
{
Quickshift = false;
transform.position = Vector3.Lerp(transform.position, Jumpcampos.position, Time.fixedDeltaTime * Shiftspeed);
transform.forward = Vector3.Lerp(transform.forward, Jumpcampos.forward, Time.fixedDeltaTime * Shiftspeed);
}
void SettoOrbit()
{
Quickshift = false;
transform.position = Vector3.Lerp(transform.position, Orbitcampos.position, Time.fixedDeltaTime * Shiftspeed);
transform.forward = Vector3.Lerp(transform.forward, Orbitcampos.forward, Time.fixedDeltaTime * Shiftspeed);
}
void SettoUncontrollable()
{
Quickshift = true;
transform.position = Uncontrollablecampos.position;
transform.forward = Uncontrollablecampos.forward;
}
}
----------
using UnityEngine;
using System.Collections;
public class UnitychanController : MonoBehaviour
{
public Animator Anim = null;
public AnimatorStateInfo currentBaseState;
public float Speed = 0;
public float DirectionX = 0;
public float DirectionY = 0;
public float Maxstamina = 0;
public float Stamina = 0;
public float Jumppower = 0;
public float Fallvel = 0;
public float Idlechangerate = 0;
public float framecount = 0;
public float falltimer = 0;
public float angle = 0;
public float boostbylongrun = 1;
public bool Idling = false;
public bool Controllable = false;
public bool Startflag = false;
public bool Goalflag = false;
public bool Gameover = false;
public bool Sprint = false;
public bool Sprintlimit = false;
public AudioClip[] SFXList = null;
static int idleState = Animator.StringToHash("Base Layer.Idle00");
static int idle1State = Animator.StringToHash("Base Layer.Idle01");
static int idle2State = Animator.StringToHash("Base Layer.Idle02");
static int idle3State = Animator.StringToHash("Base Layer.Idle03");
static int idle4State = Animator.StringToHash("Base Layer.Idle04");
static int locoState = Animator.StringToHash("Base Layer.Locomotion");
static int sprintState = Animator.StringToHash("Base Layer.Sprint");
static int jumpstartState = Animator.StringToHash("Base Layer.Jumpstart");
static int jumpState = Animator.StringToHash("Base Layer.Jump");
static int fallState = Animator.StringToHash("Base Layer.Fall");
static int landState = Animator.StringToHash("Base Layer.Landingmotion");
AudioSource SFX = null;
// Use this for initialization
void Start()
{
SFX = GetComponent();
StartCoroutine(IdleChanger(Idlechangerate));
Anim.SetFloat("Jumppower", Jumppower);
Stamina = Maxstamina;
}
void FixedUpdate()
{
Anim.SetFloat("DirectionX", DirectionX);
Anim.SetFloat("DirectionY", DirectionY);
Anim.SetFloat("Speed", boostbylongrun / 2f);
Fallvel = GetComponent().velocity.y;
if (currentBaseState.fullPathHash == idleState || currentBaseState.fullPathHash == locoState || currentBaseState.fullPathHash == sprintState)
{
Anim.SetFloat("Fallvel", 0);
}
if (Controllable && currentBaseState.fullPathHash != sprintState && Stamina < Maxstamina)
{
Stamina += (Maxstamina / 10) * Time.fixedDeltaTime;
}
if (Sprintlimit && Stamina > 36)
{
Sprintlimit = false;
}
if (Stamina > 0 && Sprint && currentBaseState.fullPathHash == sprintState)
{
Stamina -= 25 * Time.fixedDeltaTime;
}
else if (Stamina <= 0)
{
Stamina = 0;
Sprintlimit = true;
}
}
// Update is called once per frame
void Update()
{
currentBaseState = Anim.GetCurrentAnimatorStateInfo(0);
if (!Anim.GetBool("Land"))
{
Anim.SetFloat("Fallvel", Fallvel);
if (Anim.GetFloat("Fallvel") < 0)
{
Anim.SetBool("Jumpcam", false);
}
}
if (!(currentBaseState.fullPathHash == idleState || currentBaseState.fullPathHash == idle1State || currentBaseState.fullPathHash == idle2State || currentBaseState.fullPathHash == idle3State || currentBaseState.fullPathHash == idle4State))
{
Idling = false;
}
if (Gameover)
{
Controllable = false;
}
}
void OnCollisionEnter(Collision coll)
{
if (coll.collider.tag == "Platform" || coll.collider.tag == "Gameover")
{
Anim.SetBool("Land", true);
Anim.SetBool("Jumpcam", false);
framecount = 0;
falltimer = 0;
if (currentBaseState.fullPathHash == landState)
{
Anim.SetFloat("Jumppower", Jumppower);
Anim.SetBool("Jumpcam", false);
}
if (coll.collider.tag == "Gameover")
{
Gameover = true;
Anim.Play("LOSE00");
}
}
if (coll.collider.tag == "Goalline" && Startflag && !Goalflag && !Idling)
{
Goalflag = true;
Controllable = false;
Anim.Play("REFRESH00");
}
}
public void Stepsounds()
{
SFX.PlayOneShot(SFXList[0], 1);
}
public void Landsounds()
{
if (Fallvel<-5)
{
SFX.PlayOneShot(SFXList[1], 1);
}
else
{
SFX.PlayOneShot(SFXList[0], 1);
}
}
public void Jumpsounds()
{
SFX.PlayOneShot(SFXList[3], 1);
}
public void Sprintsounds()
{
SFX.PlayOneShot(SFXList[4], 1);
}
public IEnumerator IdleChanger(float rate)
{
float timer = 0;
while (!Gameover && !Goalflag)
{
if (currentBaseState.fullPathHash == idleState && !Anim.GetBool("Move") && !Anim.GetBool("Turn"))
{
timer += Time.deltaTime;
if (timer > rate)
{
Idling = true;
Anim.Play("Idle0" + Random.Range(1, 4 + 1));
timer = 0;
}
}
yield return new WaitForEndOfFrame();
}
yield return null;
}
public IEnumerator Jumpsystem()
{
while (Controllable && Startflag)
{
if (Input.GetKey(KeyCode.Space) && Anim.GetBool("Land") == true && (currentBaseState.fullPathHash != jumpstartState || currentBaseState.fullPathHash != jumpState || currentBaseState.fullPathHash != fallState || currentBaseState.fullPathHash != landState) && framecount == 0)
{
Anim.SetTrigger("Jump");
Anim.SetBool("Jumpcam", true);
}
if (currentBaseState.fullPathHash == jumpState)
{
if (framecount < 1)
{
Fallvel = 0;
Anim.SetFloat("Fallvel", 0);
Anim.ResetTrigger("Jump");
if (DirectionY < 0)
{
GetComponent().AddRelativeForce(new Vector3(0, Jumppower, Speed * DirectionY));
Anim.SetFloat("Jumppower", Jumppower);
}
else
{
GetComponent().AddRelativeForce(new Vector3(0, Jumppower * (1 + (DirectionY * boostbylongrun)), Speed * DirectionY * boostbylongrun));
Anim.SetFloat("Jumppower", Jumppower * (1f + (DirectionY * boostbylongrun) / 2));
}
Anim.SetBool("Land", false);
framecount += 1;
yield return new WaitForEndOfFrame();
}
}
yield return new WaitForEndOfFrame();
}
yield return null;
}
public IEnumerator Movesystem()
{
while (Controllable && Startflag)
{
DirectionX = Input.GetAxis("Horizontal");
DirectionY = Input.GetAxis("Vertical");
if (Input.GetKey(KeyCode.LeftShift) && DirectionY > 0 && !Sprintlimit)
{
if(!Sprint && currentBaseState.fullPathHash != sprintState){
if(currentBaseState.fullPathHash != jumpstartState){
Anim.Play("Sprint");
}
Sprintsounds();
if(Stamina >= 10f){
GetComponent().AddRelativeForce(new Vector3(0, 0, (Speed * Jumppower * boostbylongrun)/10));
boostbylongrun = 2f;
Stamina -= 10;
}
}
Sprint = true;
Anim.SetBool("Sprint", true);
if (boostbylongrun < 2f)
{
boostbylongrun += (Time.deltaTime * DirectionY);
}
else
{
boostbylongrun = 2f;
}
}
else
{
Sprint = false;
Anim.SetBool("Sprint", false);
}
if (DirectionX != 0)
{
Anim.SetBool("Turn", true);
}
else
{
Anim.SetBool("Turn", false);
}
if (DirectionY != 0)
{
Anim.SetBool("Move", true);
if (!Sprint)
{
if (boostbylongrun > 1f)
{
boostbylongrun -= (Time.deltaTime);
}
else
{
boostbylongrun = 1f;
}
}
}
else
{
Anim.SetBool("Move", false);
if (!Sprint)
{
if (boostbylongrun > 1f)
{
boostbylongrun -= (Time.deltaTime);
}
else
{
boostbylongrun = 1f;
}
}
}
if (DirectionY < 0 && currentBaseState.fullPathHash == locoState)
{
if (GetComponent().velocity.magnitude < 1 * -DirectionY)
{
GetComponent().AddRelativeForce(new Vector3(0, 0, Speed * DirectionY));
}
}
else if (DirectionY > 0 && currentBaseState.fullPathHash == locoState)
{
if (GetComponent().velocity.magnitude < 10f * DirectionY)
{
GetComponent().AddRelativeForce(new Vector3(0, 0, Speed * DirectionY));
}
}
else if (DirectionY > 0 && currentBaseState.fullPathHash == sprintState)
{
if (GetComponent().velocity.magnitude < 10f * DirectionY * boostbylongrun)
{
GetComponent().AddRelativeForce(new Vector3(0, 0, Speed * DirectionY * boostbylongrun));
}
}
if (DirectionX != 0 && currentBaseState.fullPathHash != landState && currentBaseState.fullPathHash != sprintState)
{
angle = DirectionX * 1.5f;
}
else if (currentBaseState.fullPathHash == sprintState)
{
angle = DirectionX / 4;
}
this.transform.Rotate(new Vector3(0, angle, 0));
yield return new WaitForEndOfFrame();
}
yield return null;
}
public IEnumerator Fallcheck()
{
while (Controllable && Startflag)
{
if (Anim.GetBool("Land") && Fallvel < -1.5f)
{
falltimer += Time.deltaTime;
if (falltimer > 0.25f)
{
Anim.SetBool("Land", false);
}
}
else
{
falltimer = 0;
}
if (!Anim.GetBool("Land") && Fallvel < -5 && Anim.GetFloat("Jumppower") < Jumppower)
{
Anim.SetFloat("Jumppower", Jumppower * (-Fallvel / 10 + 1));
if (Jumppower * (-Fallvel / 10) > Jumppower)
{
Anim.SetFloat("Jumppower", Jumppower * 2f);
}
}
yield return new WaitForEndOfFrame();
}
yield return null;
}
}
----------
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class GameManagerScript : MonoBehaviour
{
public Image Effect = null;
public GameObject Panel = null;
public GameObject ReadyAndGo = null;
public GameObject Successstamp = null;
public GameObject Failstamp = null;
public GameObject Retrybutton = null;
public GameObject Titlebutton = null;
public GameObject Player = null;
public GameObject Timer = null;
public GameObject Rank = null;
public GameObject Speedgauge = null;
public UIBarScript Speedgaugesystem = null;
public GameObject Staminagauge = null;
public UIBarScript Staminagaugesystem = null;
public float Times = 0;
public AudioClip[] BGMList = null;
public AudioSource BGM = null;
public AudioClip[] SFXList = null;
public AudioSource SFX = null;
bool Result = false;
float magnitude = 0;
float scale = 0;
float rotate = 0;
Color color;
public void Title()
{
StartCoroutine(ToTitle());
}
public void Retry()
{
StartCoroutine(ToRetry());
}
// Use this for initialization
void Start()
{
Player.GetComponent().Controllable = false;
Player.GetComponent().Idling = true;
StartCoroutine(Startup());
}
// Update is called once per frame
void Update()
{
if (Player.GetComponent().Startflag && !Player.GetComponent().Goalflag && !Player.GetComponent().Gameover)
{
Speedgauge.SetActive(true);
Staminagauge.SetActive(true);
magnitude = Player.GetComponent().velocity.magnitude * 10;
int Stamina = (int)Player.GetComponent().Stamina;
int Maxstamina = (int)Player.GetComponent().Maxstamina;
Speedgaugesystem.UpdateValue((int)magnitude, 200);
Staminagaugesystem.UpdateValue(Stamina, Maxstamina);
}
else
{
Speedgauge.SetActive(false);
Staminagauge.SetActive(false);
}
if (Player.GetComponent().Gameover || Player.GetComponent().Goalflag)
{
Retrybutton.SetActive(true);
Titlebutton.SetActive(true);
if (Player.GetComponent().Gameover)
{
Failstamp.SetActive(true);
}
else if (Player.GetComponent().Goalflag)
{
Successstamp.SetActive(true);
}
}
else
{
Retrybutton.SetActive(false);
Titlebutton.SetActive(false);
Successstamp.SetActive(false);
Failstamp.SetActive(false);
}
if (Player.GetComponent().Controllable)
{
if (magnitude > 100f)
{
color.a = magnitude/250;
}
else
{
if (scale > 2f)
{
color.a = 0;
}
}
if (scale > 2f)
{
scale = 0.25f;
}
scale += 0.05f + magnitude/2000;
rotate = magnitude/200;
Effect.color = color;
Effect.rectTransform.localScale = new Vector2(scale,scale);
Effect.rectTransform.Rotate(new Vector3(0,0,rotate));
}
else
{
color.a = 0;
Effect.color = color;
}
if (Player.GetComponent().Startflag && !Player.GetComponent().Goalflag && !Player.GetComponent().Gameover)
{
Timer.SetActive(true);
Rank.SetActive(false);
Timer.GetComponent().text = Times.ToString("F2") + "Sec";
Times += Time.deltaTime;
}
else if (Player.GetComponent().Goalflag || Player.GetComponent().Gameover)
{
Timer.GetComponent().text = Times.ToString("F2") + "Sec";
if (!Result)
{
StartCoroutine(Showresult());
Result = true;
}
}
}
IEnumerator ToTitle()
{
SFX.PlayOneShot(SFXList[3], 1);
yield return new WaitForSeconds(1.5f);
Application.LoadLevel("Title");
yield return null;
}
IEnumerator ToRetry()
{
SFX.PlayOneShot(SFXList[4], 1);
yield return new WaitForSeconds(1f);
Application.LoadLevel("Stage1");
yield return null;
}
IEnumerator Startup()
{
yield return new WaitForSeconds(1);
Panel.SetActive(true);
yield return new WaitForSeconds(3);
Panel.SetActive(false);
yield return new WaitForSeconds(1);
Player.GetComponent().Controllable = true;
Player.GetComponent().Idling = false;
ReadyAndGo.SetActive(true);
yield return new WaitForSeconds(0.55f);
SFX.PlayOneShot(SFXList[5], 1);
yield return new WaitForSeconds(1.7f);
SFX.PlayOneShot(SFXList[6], 1);
yield return new WaitForSeconds(0.5f);
Player.GetComponent().Idling = false;
Player.GetComponent().Startflag = true;
StartCoroutine(Player.GetComponent().Movesystem());
StartCoroutine(Player.GetComponent().IdleChanger(Player.GetComponent().Idlechangerate));
StartCoroutine(Player.GetComponent().Jumpsystem());
StartCoroutine(Player.GetComponent().Fallcheck());
BGM.clip = BGMList[0];
BGM.volume = 0.5f;
BGM.Play();
yield return new WaitForSeconds(0.25f);
ReadyAndGo.SetActive(false);
yield return null;
}
IEnumerator Showresult()
{
if (Player.GetComponent().Goalflag && !Player.GetComponent().Gameover)
{
Rank.SetActive(true);
if (Times < 240f)
{
Rank.GetComponent().text = "Your Rank is:S! ";
}
else if (Times > 240f && Times < 360f)
{
Rank.GetComponent().text = "Your Rank is:A ";
}
else if (Times > 360f && Times < 480f)
{
Rank.GetComponent().text = "Your Rank is:B ";
}
else if (Times > 480f && Times < 600f)
{
Rank.GetComponent().text = "Your Rank is:C ";
}
else
{
Rank.GetComponent().text = "Your Rank is:F! ";
}
BGM.Stop();
SFX.PlayOneShot(SFXList[0], 1);
SFX.PlayOneShot(SFXList[2], 1);
}
else if (Player.GetComponent().Gameover)
{
Rank.SetActive(true);
Rank.GetComponent().text = "Your Rank is:F! ";
BGM.Stop();
SFX.PlayOneShot(SFXList[1], 1);
SFX.PlayOneShot(SFXList[2], 1);
}
yield return null;
}
}
----------
how I can fix this problems? I can't understand why this error occurred;
I just tried 3D character move forward fast and turn(rotate) the right(or left) fast with inertial, then this error occurred.
I tried to check the character's rotation, UI Image rotation, and etc, but I can't understand.
please help me...
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