Welcome to the Treehouse Community
Want to collaborate on code errors? Have bugs you need feedback on? Looking for an extra set of eyes on your latest project? Get support with fellow developers, designers, and programmers of all backgrounds and skill levels here with the Treehouse Community! While you're at it, check out some resources Treehouse students have shared here.
Looking to learn something new?
Treehouse offers a seven day free trial for new students. Get access to thousands of hours of content and join thousands of Treehouse students and alumni in the community today.
Start your free trialNathan Pennington
298 Pointscompiler error
private void EndGame() {
// set the game state
gameStarted = false;
//show game over text
gameStateText.color = Color.white;
gameStateText.text = "Game Over!";
// remove player from game
player.SetActive (false);
}
the gameStateText.color and gameStateText.text cause an error
Nathan Pennington
298 PointsAssets/Scripts/GameState.cs(127,17): error CS1061: Type UnityEngine.Texture' does not contain a definition for
color' and no extension method color' of type
UnityEngine.Texture' could be found. Are you missing an assembly reference?
Seth Kroger
56,413 PointsThe error is probably not in the snippet you posted but higher up in the script where you declare gameStateText. It looks like you declared it as an incorrect type.
Nathan Pennington
298 Pointsusing System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class GameState : MonoBehaviour {
private bool gameStarted = false;
[SerializeField]
private Texture gameStateText;
[SerializeField]
private GameObject player;
[SerializeField]
private BirdMovement birdMovement;
[SerializeField]
private FollowCamera followCamera;
private float restartDelay = 3f;
private float restartTimer;
private PlayerMovement playerMovement;
private PlayerHealth playerHealth;
// Use this for initialization
void Start () {
Cursor.visible = false;
playerMovement = player.GetComponent<PlayerMovement> ();
playerHealth = player.GetComponent<PlayerHealth> ();
// Prevent the player from moving at the start of the game
playerMovement.enabled = false;
//prevent teh bird from moving at start
birdMovement.enabled = false;
//prevent follow camera from moving
followCamera.enabled = false;
}
// Update is called once per frame
void Update () {
// If the game is not started and the player presses the space bar...
if (gameStarted == false && Input.GetKeyUp (KeyCode.Space)) {
// ...start game
StartGame ();
}
// If the player is no longer alive...
if (playerHealth.alive == false) {
//...end the game
EndGame();
//...increment a timer to count up to restarting...
restartTimer = restartTimer + Time.deltaTime;
// ... and if it reaches the restart delay...
if (restartTimer >= restartDelay) {
// ... then reload the currently loaded scene.
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
}
private void StartGame() {
// Set the game state
gameStarted = true;
//Remove the start text
gameStateText = Color.clear;
// allow player to move
playerMovement.enabled = true;
//allow bird to move
birdMovement.enabled = true;
// allow camera to move
followCamera.enabled = true;
}
private void EndGame() {
// set the game state
gameStarted = false;
//show game over text
gameStateText.color = Color.white;
gameStateText.text = "Game Over!";
// remove player from game
player.SetActive (false);
}
1 Answer
Seth Kroger
56,413 PointsgameStateText
should be declared as a Text
object, not Texture
. These are rather different things in game engines.
Nathan Pennington
298 PointsGot it. Ok I fixed the gameStateText and now it says
Assets/Scripts/GameState.cs(98,25): error CS0029: Cannot implicitly convert type UnityEngine.Color' to
UnityEngine.UI.Text'
Seth Kroger
56,413 PointsLook at the line indicated (line 98). Take a look at what you are trying to do and see if you should be using the Text or it's color.
Joseph Frazer
5,404 PointsJoseph Frazer
5,404 PointsCan you please post the error?