I need Help!

i dont know what im doing wrong, pls check my code:

using UnityEngine;
using UnityEngine.UI; 
using System.Collections;

public class TextController : MonoBehaviour {

	public Text text;
	private enum States {Cell, Lock1, Sheets1, MirrorWall, MirrorHand,Sheets2, Lock2, Hall1, Stairs, Closet1, Floor1, Hall2, Closet2, InCloset, InCloset2, Hall4, Stairs2, Guard, Wall, Freedom, OverWall, UnderWall, Freedom2, Stab};
	private States myState;

	// Use this for initialization
	void Start () {
		text.text = "Press Space to Start";
		myState = States.Cell
	}
	
	// Update is called once per frame
	void Update () {
		print (myState);
		if (myState == States.Cell) {
			State_Cell ();
		} else if (myState == States.Lock1) {
			State_Lock1 ();
		} else if (myState == States.Sheets1) {
			State_Sheets1 ();
		} else if (myState == States.MirrorWall) {
			State_MirrorWall ();
		} else if (myState == States.MirrorHand) {
			State_MirrorHand ();
		} else if (myState == States.Sheets2) {
			State_Sheets2 ();
		} else if (myState == States. Lock2) {
			State_Lock2 ();
		} else if (myState == States.Sheets2) {
			State_Sheets2 ();
		} else if (myState == States.Hall1) {
			State_Hall1 ();
		} else if (myState == States.Stairs) {
			State_Stairs();
		} else if (myState == States.Closet1) {
			State_Closet1 ();
		} else if (myState == States.Sheets2) {
			State_Sheets2 ();
		} else if (myState == States.Floor1) {
			State_Floor1 ();
		} else if (myState == States.Hall2) {
			State_Hall2 ();
		} else if (myState == States.Closet2) {
			State_Closet2 ();
		}  else if (myState == States.InCloset) {
			State_InCloset ();
		} else if (myState == States.InCloset2) {
			State_InCloset2 ();
		} else if (myState == States.Stairs2) {
			State_Stairs2 ();
		} else if (myState == States.Guard) {
			State_Guard ();
		} else if (myState == States.Wall) {
			State_Wall ();
		} else if (myState == States.Freedom) {
			State_Freedom ();
		} else if (myState == States.OverWall) {
			State_OverWall ();
		} else if (myState == States.UnderWall) {
			State_UnderWall ();
		}  else if (myState == States.Stab) {
			State_Stab ();
		}
	}
	
	void State_Cell () {
		text.text = "Your in a prison cell, your enemies have captured you, you want to meet with your group again. " +
					"There are dirty sheets on the bed, a mirror on the wall, the door is locked from the outside. \n\n" +
					"S to view Sheets. M to view Mirror. L to view Lock.";
		if (Input.GetKeyDown(KeyCode.S)) {
			myState = States.Sheets1;
		}
		if (Input.GetKeyDown(KeyCode.M)) {
			myState = States.MirrorWall;
		}
		if (Input.GetKeyDown(KeyCode.L)) {
			myState = States.Lock1;
		}
	}
	
	void State_Sheets1 () {
		text.text = "You look at the rags, they were matted with stains and dirt. Your Enemies really hate you. \n\n" +
					"G to go back.";
		if (Input.GetKeyDown(KeyCode.G)) {
			myState = States.Cell;
		}
	}
	void State_MirrorWall () {
		text.text = "You look at the mirror. It's you!. \n\n" +
					"T to take the mirror. G to go back.";
		if (Input.GetKeyDown(KeyCode.G)) {
				myState = States.Cell;
		}
		if (Input.GetKeyDown(KeyCode.T)) {
				myState = States.MirrorHand;
		}
	}
	void State_Lock1 () {
		text.text = "You look at the lock, it's made of steel. \n\n" +
					"G to go back.";
		if (Input.GetKeyDown (KeyCode.G)) {
			myState = States.Cell;
		}
	}
	void State_MirrorHand () {
		text.text = "You have the mirror at hand. \n\n" +
					"S to look at the sheets. T to stab yourself. L to look at the lock";
		if (Input.GetKeyDown(KeyCode.S)) {
			myState = States.Cell;
		}
		if (Input.GetKeyDown(KeyCode.T)) {
			myState = States.Stab;
		}
		if (Input.GetKeyDown(KeyCode.L)) {
			myState = States.Lock2;
		}
	}
	void State_Stab () {
		text.text = "Good Job! You killed yourself. \n\n" +
					"P to play again.";
		if (Input.GetKeyDown (KeyCode.P)) {
			myState = States.Cell;
		}
	}
	void State_Sheets2 () {
		text.text = "You look at the rags, while holding a mirror. nothing much. \n\n" +
					"G to view Sheets.";
		if (Input.GetKeyDown(KeyCode.G)) {
			myState = States.MirrorHand
		}
	}
	void State_Lock2 () {
		text.text = "It's a lock. \n\n" +
					"O to use the mirror to pick lock. G to go back.";
		if (Input.GetKeyDown(KeyCode.G)) {
			myState = States.MirrorHand;
		}
		if (Input.GetKeyDown(KeyCode.O)) {
			myState = States.Hall1;
		}
	}
	void State_Hall1 () {
		text.text = "Your Free! Well, kinda, you still have to get out of prison. \n\n" +
					"S for Stairs. C for Closet. F for Floor";
		if (Input.GetKeyDown(KeyCode.S)) {
			myState = States.Stairs;
		}
		if (Input.GetKeyDown(KeyCode.C)) {
			myState = States.Closet1;
		}
		if (Input.GetKeyDown(KeyCode.F)) {
			myState = States.Floor1;
		}
	}
	void State_Stairs () {
		text.text = "You walk out through the stairs. A guard sees you then shoots you. END. \n\n" +
					"P to play again.";
		if (Input.GetKeyDown (KeyCode.P)) {
			myState = States.Cell;
		}
	}
	void State_Closet1 () {
		text.text = "You go to the Closet, it's locked. \n\n" +
					"G to go back.";
		if (Input.GetKeyDown (KeyCode.P)) {
			myState = States.Hall1;
		}
	}
	void State_Floor1 () {
		text.text = "You look at the floor, there's a paperclip. \n\n" +
			"G to go back. T to take Paperclip";
		if (Input.GetKeyDown (KeyCode.G)) {
			myState = States.Hall1;
		}
		if (Input.GetKeyDown (KeyCode.T)) {
			myState = States.Hall2;
		}
	}
	void State_Hall2 () {
		text.text = "You now have a paperclip. \n\n" +
					"S for Stairs. C for Closet.";
		if (Input.GetKeyDown(KeyCode.S)) {
			myState = States.Stairs;
		}
		if (Input.GetKeyDown(KeyCode.C)) {
			myState = States.Closet2;
		}
	}

	void State_Closet2 () {
		text.text = "You look at a 12 year old, dark acacia door. \n\n" +
			"O to open it. G to go back.";
		if (Input.GetKeyDown(KeyCode.O)) {
			myState = States.InCloset;
		}
		if (Input.GetKeyDown(KeyCode.G)) {
			myState = States.Hall2;
		}
	}
	void State_InCloset () {
		text.text = "You are in a closet.you see a Janitor's outfit \n\n" +
			"J to use outfit.";
		if (Input.GetKeyDown(KeyCode.J)) {
			myState = States.InCloset2;
		}
	}
	void State_InCloset2 () {
		text.text = "You are now wearing the Janitor's uniform. \n\n" +
			"H to go to hall.";
	if (Input.GetKeyDown(KeyCode.H)) {
		myState = States.Hall4;
		}
	}
	void State_Hall4 () {
		text.text = "You are now wearing the Janitor's uniform in a hall. \n\n" +
			"S to go to Stairs. G to go back.";
		if (Input.GetKeyDown(KeyCode.S)) {
			myState = States.Stairs2;
		}
		if (Input.GetKeyDown(KeyCode.G)) {
			myState = States.InCloset2;
		}
	}
	void State_Stairs2 () {
		text.text = "You are now in a field. \n\n" +
					"W to walk.";
		if (Input.GetKeyDown(KeyCode.W)) {
			myState = States.Guard;
		}
	}
	void State_Guard () {
		text.text = "A guard sees you.'What are you doing here? it's not cleaning day! you wanna go home? \n\n" +
					"R to RUN. F to agree.";
		if (Input.GetKeyDown(KeyCode.F)) {
			myState = States.Freedom;
		}
		if (Input.GetKeyDown(KeyCode.R)) {
			myState = States.Wall;
		}
	}
	void State_Freedom () {
		text.text = "FREEDOM. you win! \n\n" +
			        "P to play again.";
		if (Input.GetKeyDown(KeyCode.P)) {
			myState = States.Cell;
		}
	}
	void State_Wall () {
		text.text = "You run and run with the guard in pursuit. you run into a wall and theres a hole. \n\n" +
			"O to go over the wall. U to go under";
		if (Input.GetKeyDown(KeyCode.O)) {
			myState = States.OverWall;
		}
		if (Input.GetKeyDown(KeyCode.U)) {
			myState = States.UnderWall;
		}
	}
	void State_OverWall () {
		text.text = "You jump and hit the 20 feet tall, concrete wall \n\n" +
			"P to play again.";
		if (Input.GetKeyDown(KeyCode.P)) {
			myState = States.Cell;
		}
	}
	void State_UnderWall () {
		text.text = "You go to the hole and climbed through, the guard stopped chasing you. you run and eventually a car passed by. It was your friends! \n\n" +
			"P to play again.";
		if (Input.GetKeyDown (KeyCode.P)) {
			myState = States.Cell;
		}
	}
}
1 Like

Hey mate,

Are you able to supply some information on the actual issue you have, the more information we have the easier it is to understand what we are looking for :slight_smile:

1 Like

Hi Dylan,

You have a semi-colon missing from the second line in the Start method;

// Use this for initialization
void Start () 
{
    text.text = "Press Space to Start";
    myState = States.Cell    // this line needs a semi-colon on the end
}

You are also missing a semi-colon on the line where you set the state in this method;

void State_Sheets2 () 
{
    text.text = "You look at the rags, while holding a mirror. nothing much. \n\n" +
                "G to view Sheets.";
    if (Input.GetKeyDown(KeyCode.G)) {
        myState = States.MirrorHand    // this line needs a semi-colon on the end
    }
}

If these two changes do not fix your issue, can you please provide further information as per @Wadricks request, ideally, letting us know the error message you are receiving.


See also;

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