かなりのエラーが出てきました。
長文でごめんなさい。解決法を教えてください。
Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs(3,27): error CS0234: The type or namespace name CrossPlatformInput' does not exist in the namespace
UnityStandardAssets'. Are you missing an assembly reference?
Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs(4,27): error CS0234: The type or namespace name Utility' does not exist in the namespace
UnityStandardAssets'. Are you missing an assembly reference?
Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs(20,34): error CS0246: The type or namespace name `MouseLook' could not be found. Are you missing an assembly reference?
(20,34)の下はその他(22,34)、(24,34)、(25,34)です。
「コード」
using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using UnityStandardAssets.Utility; using Random = UnityEngine.Random; namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (CharacterController))] [RequireComponent(typeof (AudioSource))] public class FirstPersonController : MonoBehaviour { [SerializeField] private bool m_IsWalking; [SerializeField] private float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; [SerializeField] private FOVKick m_FovKick = new FOVKick(); [SerializeField] private bool m_UseHeadBob; [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); [SerializeField] private float m_StepInterval; [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. private Camera m_Camera; private bool m_Jump; private float m_YRotation; private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; private AudioSource m_AudioSource; // Use this for initialization private void Start() { m_CharacterController = GetComponent<CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_AudioSource = GetComponent<AudioSource>(); m_MouseLook.Init(transform , m_Camera.transform); }
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2018/05/07 00:28