[英]Unity Preprocessor Directive Error?
我最近在Unity中使用#region,#endregion,#if,#endif等问题时遇到问题。
我不记得它最初是从哪个版本开始的,但是每当我创建一个新项目时,我根本就不会使用区域。
它总是说存在解析错误,然后说类似“ 错误CS1027:预期的#endif指令 ”
为了得到这个错误,这就是我要做的
#if !UNITY_EDITOR
#endif
我是否在语句之间包含代码,还是在指令的两侧删除所有空白都没有关系。
我有另一个较旧的项目,可以很好地使用#regions和#if语句,不确定是否更改了内容或如何修复它。.我一直在寻找解决方案,似乎没人这个问题? 这是Monodevelop中的设置吗? 空格? 某个地方的字符无效? 我真的不知道为什么会这样,这让我发疯,哈哈。
如果有人有任何建议,我很想听听他们的建议!
谢谢你的时间!
编辑:这是#regions在拖放脚本中不为我工作的示例。.(奖励,免费拖放和脚本!大声笑)如果它们给您错误,也许只是注释掉它们。 :(
Unity控制台错误:
Assets / Scripts / DragAndDrop.cs(12,254):错误CS1028:意外的处理器指令(此#endregion没有#region)(这使我指向了摘要标记的结尾?)Assets / Scripts / DragAndDrop.cs(14, 45):错误CS1028:意外的处理器指令(此#endregion没有#region)...等等
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// DragAndDrop.
/// This class will be responsible for listening to drag
/// events on the gameobject.
/// It will handle what happens during each drag state.
/// </summary>
public class DragAndDrop : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerDownHandler, IPointerUpHandler{
public RectTransform canvas; // the uGui canvas in your scene
#region DRAG BOOLEANS
public bool canDrag = true; // can this object be dragged?
public bool wasDragged = false; // was this object recently dragged?
public bool isDragging = false; // is object currently being dragged
public bool dragOnSurfaces = true;
#endregion
#region SWIPE
public float comfortZoneVerticalSwipe = 50; // the vertical swipe will have to be inside a 50 pixels horizontal boundary
public float comfortZoneHorizontalSwipe = 50; // the horizontal swipe will have to be inside a 50 pixels vertical boundary
public float minSwipeDistance = 14; // the swipe distance will have to be longer than this for it to be considered a swipe
public float startTime; // when the touch started
public Vector2 startPos; // where the touch started
public float maxSwipeTime; // if the touch lasts longer than this, we consider it not a swipe
#endregion
#region PRIVATE
private GameObject draggingObject;
private RectTransform draggingTransform;
#endregion
#region UNITY CALLBACKS
void Awake(){
canvas = GameObject.Find("Canvas").GetComponent<RectTransform>();
}
#endregion
#region TOUCH EVENTS
public void OnPointerDown(PointerEventData eventData){
if(canDrag){
wasDragged = false;
// make sure object is parent to the canvas or it will disappear when picked up
// I had to do this in word addiction because the letters were parented to tiles
gameObject.transform.SetParent(canvas);
// scale up when touched
gameObject.transform.localScale = new Vector3(2, 2, 2);
}
}
public void OnPointerUp(PointerEventData eventData){
if(canDrag){
// scale back down
gameObject.transform.localScale = new Vector3(1, 1, 1);
}
}
#endregion
#region DRAG EVENTS
public void OnBeginDrag(PointerEventData eventData){
if(canDrag){
// start listening for swipe
startPos = eventData.position;
startTime = Time.time;
// set drag variables
isDragging = true;
wasDragged = true;
// run pick up logic
PickUp(eventData);
}
}
public void OnDrag(PointerEventData eventData){
if(canDrag){
if(draggingObject != null){
Move(eventData);
}
}
}
public void OnEndDrag(PointerEventData eventData){
if(canDrag){
// swipe detection
bool shouldFlick = false;
float swipeTime = Time.time - startTime;
float swipeDist = (eventData.position - startPos).magnitude;
if (swipeTime < maxSwipeTime &&
swipeDist > minSwipeDistance){
shouldFlick = true;
}
// handle swipe/dropping
if (shouldFlick){
Debug.Log("FLICK");
}else{
isDragging = false;
Place();
}
}
}
#endregion
#region EVENT FUNCTIONS
void PickUp(PointerEventData eventData){
draggingObject = gameObject;
Move(eventData);
}
void Move(PointerEventData eventData){
if(dragOnSurfaces && eventData.pointerEnter != null && eventData.pointerEnter.transform as RectTransform != null){
draggingTransform = eventData.pointerEnter.transform as RectTransform;
}
var rt = draggingObject.GetComponent<RectTransform>();
Vector3 globalMousePos;
if(RectTransformUtility.ScreenPointToWorldPointInRectangle(draggingTransform, eventData.position, eventData.pressEventCamera, out globalMousePos)){
rt.position = globalMousePos;
rt.rotation = draggingTransform.rotation;
}
}
void Place(){
Vector2 pos = new Vector2(transform.position.x, transform.position.y);
Collider2D[] cols = Physics2D.OverlapCircleAll(pos, 10);
float closestDistance = 0;
GameObject closest = null;
foreach(Collider2D col in cols){
if(col.tag == "SomeTagToCheckFor"){
Vector2 otherPos = new Vector2(col.transform.position.x, col.transform.position.y);
if(closest == null){
closest = col.gameObject;
closestDistance = Vector2.Distance(pos, otherPos);
} else{
// here we will check to see if any other objects
// are closer than the current closest object
float distance = Vector2.Distance(pos, otherPos);
if(distance < closestDistance){
// this object is closer
closest = col.gameObject;
closestDistance = distance;
}
}
}
}
// snap to the closest object
if(closest != null){
// if something was detected to snap too?
} else{
// return object back?
}
}
#endregion
}
因此,关于您给出的示例。
我将其粘贴到普通Unity5项目中的文件HybFacebookExtensions.cs
中。 它运行完美-没有错误。
您的Unity安装可能存在问题。
不幸的是,没有人能够猜测那里出了什么问题。 您还有第二台机器要测试吗?
#if !UNITY_EDITOR
Debug.Log("YO");
#endif
是一个正确的例子。
您可能不小心将其从Debug更改为Release。
注意。 您会非常困惑地得到这些错误,
真烦人。 以下示例可能会导致此类异常错误:
public Class Teste()
{
.. you meant to put it in here ..
}
#if UNITY_EDITOR
#endif
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