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c#数组初始化“无法引用非静态字段,方法或属性”错误

[英]c# array initialization “cannot reference the non-static field, method or property” error

我是一名新手程序员,目前正在学习c#和Unity3d。

我尝试初始化公共float变量数组时遇到问题。

    [Range (0,1)]
public float appleProbability = 0.4f ;

[Range (0,1)]
public float fishProbability = 0.2f ;

[Range (0,1)]
public float cheeseProbability = 0.10f ;

[Range (0,1)]
public float poopProbability = 0.14f ;

[Range (0,1)]
public float bombProbability = 0.14f ;

[Range (0,1)]
public float starProbability = 0.02f ;

private float[] probs = new float[] {appleProbability, fishProbability, cheeseProbability, poopProbability, bombProbability, starProbability};

([Range(0,1)]应该在脚本检查器中统一创建一个滑块,以便您可以使用滑块在0和1之间操纵公共变量。)

我收到错误消息:“字段初始化程序无法引用非静态字段,方法或属性'GameManager.appleProbability'。” (其他变量相同)

我尝试了以下代码进行测试:

    public int blub = 1;
public int hub = 2;

private int[] bla = new int[3];

bla[0] = blub;

但出现错误:“无法在变量声明中指定数组大小(尝试使用'new'表达式进行初始化)。”

奇怪的是,第一个错误消失了,当我遇到第二个错误时,我也没有从第一个错误更改代码。

我已经阅读了所有可能的c#数组初始化语法的问题,但无济于事。

我有点愚蠢,但我没有收到错误:/

编译可精确地告诉您正在发生的事情-您无法在数组初始化程序中引用非静态字段。

您可以通过以下两种方法解决此问题:

  • 如果可以将概率设为static ,请将它们设为static ,甚至将它们的const设为只读。
  • 否则,将初始化移到类的构造函数中。

这是第一种选择:

[Range (0,1)]
public static float fishProbability = 0.2f;
...

这是第二种选择:

private float[] probs;
public MyClassConstructor() {
    probs = new float[] {appleProbability, fishProbability, cheeseProbability, poopProbability, bombProbability, starProbability};
}

您试图在未初始化值的情况下将值设置为数组,则需要将这些值设置为静态,在数组中使用硬编码默认值,或者在构造函数中初始化这些值:

[Range (0,1)]
public static float appleProbability = 0.4f ;
[Range (0,1)]
public static float fishProbability = 0.2f ;
[Range (0,1)]
public static float cheeseProbability = 0.10f ;
[Range (0,1)]
public static float poopProbability = 0.14f ;
[Range (0,1)]
public static float bombProbability = 0.14f ;
[Range (0,1)]
public static float starProbability = 0.02f ;
private float[] probs = new float[] {
                       appleProbability, 
                       fishProbability, 
                       cheeseProbability, 
                       poopProbability, 
                       bombProbability, 
                       starProbability};

要么:

[Range (0,1)]
public float appleProbability = 0.4f ;
[Range (0,1)]
public float fishProbability = 0.2f ;
[Range (0,1)]
public float cheeseProbability = 0.10f ;
[Range (0,1)]
public float poopProbability = 0.14f ;
[Range (0,1)]
public float bombProbability = 0.14f ;
[Range (0,1)]
public float starProbability = 0.02f ;
private float[] probs = new float[] {
                       .4f, 
                       .2f, 
                       .10f, 
                       .14f, 
                       .14f, 
                       .02f};

要么:

[Range (0,1)]
public float appleProbability = 0.4f ;
[Range (0,1)]
public float fishProbability = 0.2f ;
[Range (0,1)]
public float cheeseProbability = 0.10f ;
[Range (0,1)]
public float poopProbability = 0.14f ;
[Range (0,1)]
public float bombProbability = 0.14f ;
[Range (0,1)]
public float starProbability = 0.02f ;
private float[] probs;
MyClass()
{
    probs = new float[] {
                       appleProbability, 
                       fishProbability, 
                       cheeseProbability, 
                       poopProbability, 
                       bombProbability, 
                       starProbability};
}

如果不更改它们,也可以使它们成为const而不是static。

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