Ayuda Cc++ Unity

  • Autor Autor jose9494
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jose9494

jose9494

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Buenas betas, soy algo nuevo estoy programando en c++ en unity, y me arroja este error:

-
Assets\Scripts\GameManager.cs(121,41): error CS1003: Syntax error, ',' expected
-
Assets\Scripts\GameManager.cs(121,47): error CS1001: Identifier expected

El codigo es este:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.IO;

public class GameManager : MonoBehaviour
{

[System.Serializable]

public class ObichanTexture
{
public string Name;
public Material ObiMaterial;
public Sprite IconCategory;
public List<Sprite> IconsElements;

public ObichanTexture(string name, Material Mat, Sprite IconC, List<Sprite> IconsE)
{
Name = name;
ObiMaterial = Mat;
IconCategory = IconC;
IconsElements = IconsE;
}
}


public List<ObichanTexture> ObiTexture;

[System.Serializable]
public class TexturesObichan

{

public Texture2D Albedo;
public Texture2D Normal;

public TexturesObichan (Texture2D alb, Texture2D Nor)
{
Albedo = alb;
Normal = Nor;
}
}


public List<TexturesObichan> ObiMaterial;

public List<string> NameObiTextures;

public GameObject CategoryBtn, GrigCategory;

public GameObject ElementBtn, GridElements;


// Start is called before the first frame update
void Start()
{
ObiTexture = new List<ObichanTexture>();
for (int i = 0; i < Resources.LoadAll<Sprite>("IconsObichan").Length; i++)
{
Material TempMaterial = Resources.Load<Material>("ObichanMaterials/" + i);
Sprite TempSprite = Resources.Load<Sprite>("IconsObichan/" + i);
List<Sprite> TempList = new List<Sprite> (Resources.LoadAll<Sprite>("ObichanTexturesIcons/" + i));

ObiTexture.Add(new ObichanTexture(NameObiTextures, TempMaterial, TempSprite, TempList));



}



DeleteChilds(GrigCategory);


for (int i = 0; i < ObiTexture.Count; i++)
{
GameObject NewCategoryBtn = Instantiate(CategoryBtn);
NewCategoryBtn.transform.SetParent(GrigCategory.transform, false);
NewCategoryBtn.transform.Find("Img").GetComponent<Image>().sprite = ObiTexture.IconCategory;

NewCategoryBtn.GetComponent<BtnControl>(). Id = i;
NewCategoryBtn.GetComponent<BtnControl>(). Manager = this;

}

ObiMaterial = new List<TexturesObichan>();
for (int i = 0; i < Directory.GetDirectories(Application.dataPath+"/Resources/ObichanTextures").Length;i++)
{
Texture2D Albedo = Resources.Load<Texture2D>("ObichanTextures/" + i + "/Albedo");
Texture2D Normal = Resources.Load<Texture2D>("ObichanTextures/" + i + "/Normal");

ObiMaterial.Add(new TexturesObichan(Albedo, Normal));
}



}

public void LoadCategoryIndex(int index)
{

DeleteChilds(GridElements);

for (int i = 0; i < ObiTexture[index].IconsElements.Count; i++)

{

GameObject NewElementBtn = Instantiate(ElementBtn);
NewElementBtn.transform.SetParent(GridElements.transform, false);
NewElementBtn.transform.Find("Img").GetComponent<Image>(). sprite = ObiTexture[index].IconsElements;

NewElementBtn.GetComponent<BtnControl>().Id = i;
NewElementBtn.GetComponent<BtnControl>().Manager = this;

}

}

public void LoadElementIndex(int.index)
{
print (index);
}

private void DeleteChilds(GameObject obj)

{
if(obj.transform.childCount > 0 )
{
for (int i = obj.transform.childCount - 1; i >= 0 ; i--)
{
Destroy(obj.transform.GetChild(i).gameObject);

}
}


}

// Update is called once per frame
void Update()
{

}
}




SABRIAN encontrar el error? me salvarian la vida , gracias.
 
Amigo, eso es c#

C#:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.IO;

public class GameManager: MonoBehaviour {

  [System.Serializable]

  public class ObichanTexture {
    public string Name;
    public Material ObiMaterial;
    public Sprite IconCategory;
    public List < Sprite > IconsElements;

    public ObichanTexture(string name, Material Mat, Sprite IconC, List < Sprite > IconsE) {
      Name = name;
      ObiMaterial = Mat;
      IconCategory = IconC;
      IconsElements = IconsE;
    }
  }

  public List < ObichanTexture > ObiTexture;

  [System.Serializable]
  public class TexturesObichan

  {

    public Texture2D Albedo;
    public Texture2D Normal;

    public TexturesObichan(Texture2D alb, Texture2D Nor) {
      Albedo = alb;
      Normal = Nor;
    }
  }

  public List < TexturesObichan > ObiMaterial;

  public List < string > NameObiTextures;

  public GameObject CategoryBtn, GrigCategory;

  public GameObject ElementBtn, GridElements;

  // Start is called before the first frame update
  void Start() {
    ObiTexture = new List < ObichanTexture > ();
    for (int i = 0; i < Resources.LoadAll < Sprite > ("IconsObichan").Length; i++) {
      Material TempMaterial = Resources.Load < Material > ("ObichanMaterials/" + i);
      Sprite TempSprite = Resources.Load < Sprite > ("IconsObichan/" + i);
      List < Sprite > TempList = new List < Sprite > (Resources.LoadAll < Sprite > ("ObichanTexturesIcons/" + i));

      ObiTexture.Add(new ObichanTexture(NameObiTextures, TempMaterial, TempSprite, TempList));

    }

    DeleteChilds(GrigCategory);

    for (int i = 0; i < ObiTexture.Count; i++) {
      GameObject NewCategoryBtn = Instantiate(CategoryBtn);
      NewCategoryBtn.transform.SetParent(GrigCategory.transform, false);
      NewCategoryBtn.transform.Find("Img").GetComponent < Image > ().sprite = ObiTexture.IconCategory;

      NewCategoryBtn.GetComponent < BtnControl > ().Id = i;
      NewCategoryBtn.GetComponent < BtnControl > ().Manager = this;

    }

    ObiMaterial = new List < TexturesObichan > ();
    for (int i = 0; i < Directory.GetDirectories(Application.dataPath + "/Resources/ObichanTextures").Length; i++) {
      Texture2D Albedo = Resources.Load < Texture2D > ("ObichanTextures/" + i + "/Albedo");
      Texture2D Normal = Resources.Load < Texture2D > ("ObichanTextures/" + i + "/Normal");

      ObiMaterial.Add(new TexturesObichan(Albedo, Normal));
    }

  }

  public void LoadCategoryIndex(int index) {

    DeleteChilds(GridElements);

    for (int i = 0; i < ObiTexture[index].IconsElements.Count; i++)

    {

      GameObject NewElementBtn = Instantiate(ElementBtn);
      NewElementBtn.transform.SetParent(GridElements.transform, false);
      NewElementBtn.transform.Find("Img").GetComponent < Image > ().sprite = ObiTexture[index].IconsElements;

      NewElementBtn.GetComponent < BtnControl > ().Id = i;
      NewElementBtn.GetComponent < BtnControl > ().Manager = this;

    }

  }

  public void LoadElementIndex(int index) {
    print(index);
  }

  private void DeleteChilds(GameObject obj)

  {
    if (obj.transform.childCount > 0) {
      for (int i = obj.transform.childCount - 1; i >= 0; i--) {
        Destroy(obj.transform.GetChild(i).gameObject);

      }
    }

  }

  // Update is called once per frame
  void Update() {

  }
}


Línea 102, debes corregir el tipo de dato… en

public void LoadElementIndex(int index)
 
Amigo, eso es c#

C#:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.IO;

public class GameManager: MonoBehaviour {

  [System.Serializable]

  public class ObichanTexture {
    public string Name;
    public Material ObiMaterial;
    public Sprite IconCategory;
    public List < Sprite > IconsElements;

    public ObichanTexture(string name, Material Mat, Sprite IconC, List < Sprite > IconsE) {
      Name = name;
      ObiMaterial = Mat;
      IconCategory = IconC;
      IconsElements = IconsE;
    }
  }

  public List < ObichanTexture > ObiTexture;

  [System.Serializable]
  public class TexturesObichan

  {

    public Texture2D Albedo;
    public Texture2D Normal;

    public TexturesObichan(Texture2D alb, Texture2D Nor) {
      Albedo = alb;
      Normal = Nor;
    }
  }

  public List < TexturesObichan > ObiMaterial;

  public List < string > NameObiTextures;

  public GameObject CategoryBtn, GrigCategory;

  public GameObject ElementBtn, GridElements;

  // Start is called before the first frame update
  void Start() {
    ObiTexture = new List < ObichanTexture > ();
    for (int i = 0; i < Resources.LoadAll < Sprite > ("IconsObichan").Length; i++) {
      Material TempMaterial = Resources.Load < Material > ("ObichanMaterials/" + i);
      Sprite TempSprite = Resources.Load < Sprite > ("IconsObichan/" + i);
      List < Sprite > TempList = new List < Sprite > (Resources.LoadAll < Sprite > ("ObichanTexturesIcons/" + i));

      ObiTexture.Add(new ObichanTexture(NameObiTextures, TempMaterial, TempSprite, TempList));

    }

    DeleteChilds(GrigCategory);

    for (int i = 0; i < ObiTexture.Count; i++) {
      GameObject NewCategoryBtn = Instantiate(CategoryBtn);
      NewCategoryBtn.transform.SetParent(GrigCategory.transform, false);
      NewCategoryBtn.transform.Find("Img").GetComponent < Image > ().sprite = ObiTexture.IconCategory;

      NewCategoryBtn.GetComponent < BtnControl > ().Id = i;
      NewCategoryBtn.GetComponent < BtnControl > ().Manager = this;

    }

    ObiMaterial = new List < TexturesObichan > ();
    for (int i = 0; i < Directory.GetDirectories(Application.dataPath + "/Resources/ObichanTextures").Length; i++) {
      Texture2D Albedo = Resources.Load < Texture2D > ("ObichanTextures/" + i + "/Albedo");
      Texture2D Normal = Resources.Load < Texture2D > ("ObichanTextures/" + i + "/Normal");

      ObiMaterial.Add(new TexturesObichan(Albedo, Normal));
    }

  }

  public void LoadCategoryIndex(int index) {

    DeleteChilds(GridElements);

    for (int i = 0; i < ObiTexture[index].IconsElements.Count; i++)

    {

      GameObject NewElementBtn = Instantiate(ElementBtn);
      NewElementBtn.transform.SetParent(GridElements.transform, false);
      NewElementBtn.transform.Find("Img").GetComponent < Image > ().sprite = ObiTexture[index].IconsElements;

      NewElementBtn.GetComponent < BtnControl > ().Id = i;
      NewElementBtn.GetComponent < BtnControl > ().Manager = this;

    }

  }

  public void LoadElementIndex(int index) {
    print(index);
  }

  private void DeleteChilds(GameObject obj)

  {
    if (obj.transform.childCount > 0) {
      for (int i = obj.transform.childCount - 1; i >= 0; i--) {
        Destroy(obj.transform.GetChild(i).gameObject);

      }
    }

  }

  // Update is called once per frame
  void Update() {

  }
}


Línea 102, debes corregir el tipo de dato… en

public void LoadElementIndex(int index)
muchisimas gracias amigo !
 
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