C#声明错误
本文关键字:错误 声明 | 更新日期: 2023-09-27 18:28:27
我正在制作RTS风格的游戏,有一些错误,请帮忙。
Assets/Scripts/CameraOperator.cs(64,38):错误CS0023:!' operator cannot be applied to operand of type
UnityEngine.Vector3'
Assets/Scripts/CameraOperator.cs(74,38):错误CS0165:使用未分配的本地变量"hit"
这是剧本。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class CameraOperator : MonoBehaviour
{
public Texture2D selectionHighlight = null;
public static Rect Selection = new Rect (0, 0, 0, 0);
private Vector3 StartClick = -Vector3.one;
private static Vector3 moveToDestination = Vector3.zero;
private static List<string> passables = new List<string> () {"Floor"};
private void Update ()
{
CheckCamera ();
CleanUp ();
}
private void CheckCamera ()
{
if (Input.GetMouseButtonDown (0)) {
StartClick = Input.mousePosition;
}
if (Input.GetMouseButtonUp (0)) {
StartClick = -Vector3.one;
}
if (Input.GetMouseButton (0)) {
Selection = new Rect (StartClick.x, InvertMouseY (StartClick.y), Input.mousePosition.x - StartClick.x, InvertMouseY (Input.mousePosition.y) - InvertMouseY (StartClick.y));
if (Selection.width < 0) {
Selection.x += Selection.width;
Selection.width = -Selection.width;
}
if (Selection.height < 0) {
Selection.y += Selection.height;
Selection.height = -Selection.height;
}
}
}
private void OnGUI ()
{
if (StartClick == -Vector3.one) {
GUI.color = new Color (1, 1, 1, 0.5f);
GUI.DrawTexture (Selection, selectionHighlight);
}
}
float InvertMouseY (float y)
{
return Screen.height - y;
}
private void CleanUp ()
{
if (!Input.GetMouseButtonUp (1)) {
moveToDestination = Vector3.zero;
}
}
public static Vector3 getDestination ()
{
RaycastHit hit;
Ray r = Camera.main.ScreenPointToRay (Input.mousePosition);
if (moveToDestination = Vector3.zero) {
if (Physics.Raycast (r, out hit)) {
while (!passables.Contains(hit.transform.gameObject.name)) {
if (!Physics.Raycast (hit.transform.position, r.direction, out hit))
break;
}
}
}
if (!hit.transform == null) {
moveToDestination = hit.point;
}
return moveToDestination;
}
}
函数public static Vector3 GetDestination
中有一个额外的}
public static Vector3 GetDestination ()
{
if (moveToDestination == Vector3.zero)
{
RaycastHit hit;
Ray r = Camera.mainCamera.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (r, out hit))
{
while (!passables.Contains(hit.transform.gameobject.name))
{
if (!Physics.Raycast (hit.transform.position, r.direction, out hit))
break;
} // This seems like an unneeded }
}
}
}
if(!hit.transform = null)
{
moveToDestination = hit.point;
}
}
return moveToDestination;
}
编译器将您的代码视为:
public static Vector3 GetDestination ()
{
if (moveToDestination == Vector3.zero)
{
RaycastHit hit;
Ray r = Camera.mainCamera.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (r, out hit))
{
while (!passables.Contains(hit.transform.gameobject.name))
{
if (!Physics.Raycast (hit.transform.position, r.direction, out hit))
break;
}
}
}
}
if(!hit.transform = null)
{
moveToDestination = hit.point;
}
}
return moveToDestination;
这应该解释编译器错误。