字段初始值设定项不能引用非静态字段、方法或属性.1.
本文关键字:字段 静态 方法 属性 不能 引用 | 更新日期: 2023-09-27 17:51:09
好吧,问题是我得到了两个代码,一个来自我正在读的书,另一个来自写的书。它们同样相同。让我们从使用的书中的代码开始
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();
`
这不会产生任何错误。。。现在对于代码,我把我自己从这本书上写下来了
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();
完全一样的权利?还是我错过了一些重要的东西?我就是一点也不明白,我的错误就在题目里。
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace WindowsGame4
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
font = Content.Load<SpriteFont>("Spritefont1");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
DateTime nowDatetime = DateTime.Now;
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
您可以将初始化代码移动到构造函数中,以便对实例字段有效:
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime;
string nowString;
public Game1()
{
nowDateTime = DateTime.Now;
nowString = nowDateTime.ToString();
}
}
string nowString = nowDateTime.ToString();
您正在使用非静态方法初始化nowString
。这将是编译器错误。
为了实现这一点,您必须将nowDateTime
声明为static
:
static DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();