السلام عليكم
وانا اتتبع احد الدروس الانجليزية على الانترنت منذ اسبوع لم اجد حتى مشكلة الا ان ظهرت مشكلة اليوم ورغم المحاولات لحلها لم استطع و ارجو ان اجد الحل عندكم
رسالة الخطأ في يونتي
Assets/Scripts/LevelManager.cs(41,20): error CS0029: Cannot implicitly convert type `ResetOnRespawn' to `ResetOnRespawn[]'
يتم تسطير على الخطأ FindObjectOfType <ResetOnRespawn> ();
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LevelManager : MonoBehaviour {
public float waitToRespawn;
public PlayerController thePlayer;
public GameObject deathSplosion;
public int coinCount;
public Text CoinText;
public Image heart1;
public Image heart2;
public Image heart3;
public Sprite heartFull;
public Sprite heartHalf;
public Sprite heartEmpty;
public int maxHealth;
public int healthCount;
private bool respawning;
public ResetOnRespawn[] objectsToReset;
// Use this for initialization
void Start () {
thePlayer = FindObjectOfType<PlayerController>();
CoinText.text = "Coins: " + coinCount;
healthCount = maxHealth;
objectsToReset = FindObjectOfType <ResetOnRespawn> ();
}
// Update is called once per frame
void Update () {
if(healthCount <= 0 && !respawning)
{
Respawn();
respawning = true;
}
}
public void Respawn()
{
StartCoroutine("RespawnCo");
}
public IEnumerator RespawnCo()
{
thePlayer.gameObject.SetActive(false);
Instantiate(deathSplosion, thePlayer.transform.position, thePlayer.transform.rotation);
yield return new WaitForSeconds(waitToRespawn);
healthCount = maxHealth;
respawning = false;
UpdateHeartMeter();
thePlayer.transform.position = thePlayer.respawnPosition;
thePlayer.gameObject.SetActive(true);
}
public void AddCoins(int CoinsToAdd)
{
coinCount += CoinsToAdd;
CoinText.text = "Coins: " + coinCount;
}
public void HurtPlayer(int damageToTake)
{
healthCount -= damageToTake;
UpdateHeartMeter();
}
public void UpdateHeartMeter()
{
switch(healthCount)
{
case 6:
heart1.sprite = heartFull;
heart2.sprite = heartFull;
heart3.sprite = heartFull;
return;
case 5:
heart1.sprite = heartFull;
heart2.sprite = heartFull;
heart3.sprite = heartHalf;
return;
case 4:
heart1.sprite = heartFull;
heart2.sprite = heartFull;
heart3.sprite = heartEmpty;
return;
case 3:
heart1.sprite = heartFull;
heart2.sprite = heartHalf;
heart3.sprite = heartEmpty;
return;
case 2:
heart1.sprite = heartFull;
heart2.sprite = heartEmpty;
heart3.sprite = heartEmpty;
return;
case 1:
heart1.sprite = heartHalf;
heart2.sprite = heartEmpty;
heart3.sprite = heartEmpty;
return;
case 0:
heart1.sprite = heartEmpty;
heart2.sprite = heartEmpty;
heart3.sprite = heartEmpty;
return;
default:
heart1.sprite = heartEmpty;
heart2.sprite = heartEmpty;
heart3.sprite = heartEmpty;
return;
}
}
}