如何补救类型错误中不存在此类型
本文关键字:类型 错误 不存在 何补救 补救 | 更新日期: 2024-10-30 11:37:37
我需要从另一个脚本获取值,但我不断收到此错误,说
类型名称"head"中不存在类型名称"SteamVR_Camera"。
我的代码:
using UnityEngine;
using System.Collections;
using UnityEngine.VR;
public class HMDHelper : MonoBehaviour
{
private SteamVR_Camera.head.localPosition HMDLocalPos; //Error is thrown here.
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown("g"))
{
AutoRotate();
}
}
void AutoRotate()
{
HMDLocalPos = InputTracking.GetLocalPosition(Head);
Debug.Log(HMDLocalPos);
}
}
我到底要做什么才能修复错误?
这是我从中检索其他值(HMDLocalPos
)的脚本...
//========= Copyright 2014, Valve Corporation, All rights reserved. ===========
//
// Purpose: Adds SteamVR render support to existing camera objects
//
//=============================================================================
using UnityEngine;
using System.Collections;
using System.Reflection;
using Valve.VR;
[RequireComponent(typeof(Camera))]
public class SteamVR_Camera : MonoBehaviour
{
[SerializeField]
private Transform _head;
public Transform head { get { return _head; } }
public Transform offset { get { return _head; } } // legacy
public Transform origin { get { return _head.parent; } }
[SerializeField]
private Transform _ears;
public Transform ears { get { return _ears; } }
public Ray GetRay()
{
return new Ray(_head.position, _head.forward);
}
public bool wireframe = false;
[SerializeField]
private SteamVR_CameraFlip flip;
#region Materials
static public Material blitMaterial;
// Using a single shared offscreen buffer to render the scene. This needs to be larger
// than the backbuffer to account for distortion correction. The default resolution
// gives us 1:1 sized pixels in the center of view, but quality can be adjusted up or
// down using the following scale value to balance performance.
static public float sceneResolutionScale = 1.0f;
static private RenderTexture _sceneTexture;
static public RenderTexture GetSceneTexture(bool hdr)
{
var vr = SteamVR.instance;
if (vr == null)
return null;
int w = (int)(vr.sceneWidth * sceneResolutionScale);
int h = (int)(vr.sceneHeight * sceneResolutionScale);
int aa = QualitySettings.antiAliasing == 0 ? 1 : QualitySettings.antiAliasing;
var format = hdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;
if (_sceneTexture != null)
{
if (_sceneTexture.width != w || _sceneTexture.height != h || _sceneTexture.antiAliasing != aa || _sceneTexture.format != format)
{
Debug.Log(string.Format("Recreating scene texture.. Old: {0}x{1} MSAA={2} [{3}] New: {4}x{5} MSAA={6} [{7}]",
_sceneTexture.width, _sceneTexture.height, _sceneTexture.antiAliasing, _sceneTexture.format, w, h, aa, format));
Object.Destroy(_sceneTexture);
_sceneTexture = null;
}
}
if (_sceneTexture == null)
{
_sceneTexture = new RenderTexture(w, h, 0, format);
_sceneTexture.antiAliasing = aa;
#if (UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
// OpenVR assumes floating point render targets are linear unless otherwise specified.
var colorSpace = (hdr && QualitySettings.activeColorSpace == ColorSpace.Gamma) ? EColorSpace.Gamma : EColorSpace.Auto;
SteamVR.Unity.SetColorSpace(colorSpace);
#endif
}
return _sceneTexture;
}
#endregion
#region Enable / Disable
void OnDisable()
{
SteamVR_Render.Remove(this);
}
void OnEnable()
{
#if !(UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
// Convert camera rig for native OpenVR integration.
var t = transform;
if (head != t)
{
Expand();
t.parent = origin;
while (head.childCount > 0)
head.GetChild(0).parent = t;
DestroyImmediate(head.gameObject);
_head = t;
}
if (flip != null)
{
DestroyImmediate(flip);
flip = null;
}
if (!SteamVR.usingNativeSupport)
{
enabled = false;
return;
}
#else
// Bail if no hmd is connected
var vr = SteamVR.instance;
if (vr == null)
{
if (head != null)
{
head.GetComponent<SteamVR_GameView>().enabled = false;
head.GetComponent<SteamVR_TrackedObject>().enabled = false;
}
if (flip != null)
flip.enabled = false;
enabled = false;
return;
}
// Ensure rig is properly set up
Expand();
if (blitMaterial == null)
{
blitMaterial = new Material(Shader.Find("Custom/SteamVR_Blit"));
}
// Set remaining hmd specific settings
var camera = GetComponent<Camera>();
camera.fieldOfView = vr.fieldOfView;
camera.aspect = vr.aspect;
camera.eventMask = 0; // disable mouse events
camera.orthographic = false; // force perspective
camera.enabled = false; // manually rendered by SteamVR_Render
if (camera.actualRenderingPath != RenderingPath.Forward && QualitySettings.antiAliasing > 1)
{
Debug.LogWarning("MSAA only supported in Forward rendering path. (disabling MSAA)");
QualitySettings.antiAliasing = 0;
}
// Ensure game view camera hdr setting matches
var headCam = head.GetComponent<Camera>();
if (headCam != null)
{
headCam.hdr = camera.hdr;
headCam.renderingPath = camera.renderingPath;
}
#endif
ears.GetComponent<SteamVR_Ears>().vrcam = this;
SteamVR_Render.Add(this);
}
#endregion
#region Functionality to ensure SteamVR_Camera component is always the last component on an object
void Awake() { ForceLast(); }
static Hashtable values;
public void ForceLast()
{
if (values != null)
{
// Restore values on new instance
foreach (DictionaryEntry entry in values)
{
var f = entry.Key as FieldInfo;
f.SetValue(this, entry.Value);
}
values = null;
}
else
{
// Make sure it's the last component
var components = GetComponents<Component>();
// But first make sure there aren't any other SteamVR_Cameras on this object.
for (int i = 0; i < components.Length; i++)
{
var c = components[i] as SteamVR_Camera;
if (c != null && c != this)
{
if (c.flip != null)
DestroyImmediate(c.flip);
DestroyImmediate(c);
}
}
components = GetComponents<Component>();
#if !(UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
if (this != components[components.Length - 1])
{
#else
if (this != components[components.Length - 1] || flip == null)
{
if (flip == null)
flip = gameObject.AddComponent<SteamVR_CameraFlip>();
#endif
// Store off values to be restored on new instance
values = new Hashtable();
var fields = GetType().GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
foreach (var f in fields)
if (f.IsPublic || f.IsDefined(typeof(SerializeField), true))
values[f] = f.GetValue(this);
var go = gameObject;
DestroyImmediate(this);
go.AddComponent<SteamVR_Camera>().ForceLast();
}
}
}
#endregion
#region Expand / Collapse object hierarchy
#if UNITY_EDITOR
public bool isExpanded { get { return head != null && transform.parent == head; } }
#endif
const string eyeSuffix = " (eye)";
const string earsSuffix = " (ears)";
const string headSuffix = " (head)";
const string originSuffix = " (origin)";
public string baseName { get { return name.EndsWith(eyeSuffix) ? name.Substring(0, name.Length - eyeSuffix.Length) : name; } }
// Object hierarchy creation to make it easy to parent other objects appropriately,
// otherwise this gets called on demand at runtime. Remaining initialization is
// performed at startup, once the hmd has been identified.
public void Expand()
{
var _origin = transform.parent;
if (_origin == null)
{
_origin = new GameObject(name + originSuffix).transform;
_origin.localPosition = transform.localPosition;
_origin.localRotation = transform.localRotation;
_origin.localScale = transform.localScale;
}
if (head == null)
{
_head = new GameObject(name + headSuffix, typeof(SteamVR_GameView), typeof(SteamVR_TrackedObject)).transform;
head.parent = _origin;
head.position = transform.position;
head.rotation = transform.rotation;
head.localScale = Vector3.one;
head.tag = tag;
var camera = head.GetComponent<Camera>();
camera.clearFlags = CameraClearFlags.Nothing;
camera.cullingMask = 0;
camera.eventMask = 0;
camera.orthographic = true;
camera.orthographicSize = 1;
camera.nearClipPlane = 0;
camera.farClipPlane = 1;
camera.useOcclusionCulling = false;
}
if (transform.parent != head)
{
transform.parent = head;
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
transform.localScale = Vector3.one;
while (transform.childCount > 0)
transform.GetChild(0).parent = head;
var guiLayer = GetComponent<GUILayer>();
if (guiLayer != null)
{
DestroyImmediate(guiLayer);
head.gameObject.AddComponent<GUILayer>();
}
var audioListener = GetComponent<AudioListener>();
if (audioListener != null)
{
DestroyImmediate(audioListener);
_ears = new GameObject(name + earsSuffix, typeof(SteamVR_Ears)).transform;
ears.parent = _head;
ears.localPosition = Vector3.zero;
ears.localRotation = Quaternion.identity;
ears.localScale = Vector3.one;
}
}
if (!name.EndsWith(eyeSuffix))
name += eyeSuffix;
}
public void Collapse()
{
transform.parent = null;
// Move children and components from head back to camera.
while (head.childCount > 0)
head.GetChild(0).parent = transform;
var guiLayer = head.GetComponent<GUILayer>();
if (guiLayer != null)
{
DestroyImmediate(guiLayer);
gameObject.AddComponent<GUILayer>();
}
if (ears != null)
{
while (ears.childCount > 0)
ears.GetChild(0).parent = transform;
DestroyImmediate(ears.gameObject);
_ears = null;
gameObject.AddComponent(typeof(AudioListener));
}
if (origin != null)
{
// If we created the origin originally, destroy it now.
if (origin.name.EndsWith(originSuffix))
{
// Reparent any children so we don't accidentally delete them.
var _origin = origin;
while (_origin.childCount > 0)
_origin.GetChild(0).parent = _origin.parent;
DestroyImmediate(_origin.gameObject);
}
else
{
transform.parent = origin;
}
}
DestroyImmediate(head.gameObject);
_head = null;
if (name.EndsWith(eyeSuffix))
name = name.Substring(0, name.Length - eyeSuffix.Length);
}
#endregion
#if (UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
#region Render callbacks
void OnPreRender()
{
if (flip)
flip.enabled = (SteamVR_Render.Top() == this && SteamVR.instance.graphicsAPI == EGraphicsAPIConvention.API_DirectX);
var headCam = head.GetComponent<Camera>();
if (headCam != null)
headCam.enabled = (SteamVR_Render.Top() == this);
if (wireframe)
GL.wireframe = true;
}
void OnPostRender()
{
if (wireframe)
GL.wireframe = false;
}
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (SteamVR_Render.Top() == this)
{
int eventID;
if (SteamVR_Render.eye == EVREye.Eye_Left)
{
// Get gpu started on work early to avoid bubbles at the top of the frame.
SteamVR_Utils.QueueEventOnRenderThread(SteamVR.Unity.k_nRenderEventID_Flush);
eventID = SteamVR.Unity.k_nRenderEventID_SubmitL;
}
else
{
eventID = SteamVR.Unity.k_nRenderEventID_SubmitR;
}
// Queue up a call on the render thread to Submit our render target to the compositor.
SteamVR_Utils.QueueEventOnRenderThread(eventID);
}
Graphics.SetRenderTarget(dest);
SteamVR_Camera.blitMaterial.mainTexture = src;
GL.PushMatrix();
GL.LoadOrtho();
SteamVR_Camera.blitMaterial.SetPass(0);
GL.Begin(GL.QUADS);
GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(-1, 1, 0);
GL.TexCoord2(1.0f, 0.0f); GL.Vertex3( 1, 1, 0);
GL.TexCoord2(1.0f, 1.0f); GL.Vertex3( 1, -1, 0);
GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-1, -1, 0);
GL.End();
GL.PopMatrix();
Graphics.SetRenderTarget(null);
}
#endregion
#endif
}
我该如何解决这个问题?谢谢。
类型错误。需要Vector3
.
private Vector3 HMDLocalPos;
void Start()
{
HDMLocalPos = SteamVR_Camera.head.localPosition;
}
编辑:
将 HDMLocalPos
属性替换为对 SteamVR_Camera
的引用,并访问其属性,如下所示:
public SteamVR_Camera steamCam; // popuplate this via inspector or with a Find() (or similar)
void Start()
{
// access like this
steamCam.head.localPosition = something
}
我认为这就是你想要的(实际上改变相机的头部位置)。