错误CS0120:访问非静态成员`CameraOperator.InventMouseY(float)';需要对象
本文关键字:float 对象 InventMouseY 访问 CS0120 静态成员 CameraOperator 错误 | 更新日期: 2023-09-27 18:28:47
嗨,我正在制作RTS风格的游戏,在选择和突出显示我的车辆时遇到了问题。这是我犯的错误。如有任何帮助,我们将不胜感激。
Assets/Scripts/neneneba Unit2.cs(19,51):错误CS0120:访问非静态成员`CameraOperator.InventMouseY(float)'需要对象引用
这是剧本。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Unit2 : MonoBehaviour
{
public bool selected = false;
public float floorOffset = 1;
public float speed = 5;
public float stopDistanceOffset = 0.5f;
private Vector3 moveToDest = Vector3.zero;
private void Update ()
{
if (renderer.isVisible && Input.GetMouseButtonDown (0))
{
Vector3 camPos = Camera.main.WorldToScreenPoint (transform.position);
camPos.y = CameraOperator.InvertMouseY(camPos.y); "This Line Error"
selected = CameraOperator.Selection.Contains (camPos);
if (selected)
{
renderer.material.color = Color.red;
}
else
{
renderer.material.color = Color.white;
}
if(selected && Input.GetMouseButtonUp(1))
{
Vector3 destination = CameraOperator.getDestination();
if(destination != Vector3.zero)
{
moveToDest = destination;
moveToDest.y += floorOffset;
}
}
}
UpdateMove();
}
private void UpdateMove()
{
if((moveToDest != Vector3.zero) && (transform.position != moveToDest))
{
Vector3 direction = (moveToDest - transform.position).normalized;
direction.y = 0;
transform.rigidbody.velocity = direction * speed;
if(Vector3.Distance(transform.position, moveToDest) < stopDistanceOffset)
{
moveToDest = Vector3.zero;
}
}
else
{
transform.rigidbody.velocity = Vector3.zero;
}
}
}
Here is the CameraOperator script.
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 ();
}
public 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;
}
}
}
public 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;
}
}
您的InvertMouseY
函数没有标记为static
,但您试图将其作为静态函数而不是实例成员进行调用。CameraOperator.InvertMouseY(camPos.y)
是一个静态调用(通过类型名CameraOperator
调用函数,而不是通过CameraOperator
的实例)。
由于InvertMouseY
函数似乎不依赖于任何类型的状态(仅依赖于其单个输入参数),因此解决此问题的最简单方法是将static
添加到函数的声明中。
public static float InvertMouseY (float y)
{
return Screen.height - y;
}