[英]Unity C# Errors
我在理解错误消息时遇到了一些问题,已经通过我的代码找到了问题所在,但找不到任何问题。 请帮忙,我收到 25 条类似的错误消息:它们看起来都是这样的:
Assets/Scenes/Scripts/GameController.cs(120,113):错误 CS1061:“GridSpace”不包含“text”的定义,并且找不到接受“GridSpace”类型的第一个参数的可访问扩展方法“text”(是您缺少 using 指令或程序集引用?)
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
[System.Serializable]
public class Player
{
public Image panel;
public Text text;
public Button button;
public Sprite playerImage;
}
[System.Serializable]
public class PlayerColor
{
public Color panelColor;
public Color textColor;
}
public class GameController : MonoBehaviour
{
public GridSpace[] gridSpaceList;
public GameObject gameOverPanel;
public Text gameOverText;
public GameObject restartButton;
public Player playerX;
public Player playerO;
public PlayerColor activePlayerColor;
public PlayerColor inactivePlayerColor;
public GameObject startInfo;
private string playerSide;
private int moveCount;
public Sprite GetPlayerSideImage()
{
if (playerSide == "X")
{
return playerX.playerImage;
}
else
{
return playerO.playerImage;
}
}
void Awake()
{
SetGameControllerReferenceOnButtons();
gameOverPanel.SetActive(false);
moveCount = 0;
restartButton.SetActive(false);
}
void SetGameControllerReferenceOnButtons()
{
for (int i = 0; i < gridSpaceList.Length; i++)
{
gridSpaceList[i].SetGameControllerReference(this);
}
}
public void SetStartingSide(string startingSide)
{
playerSide = startingSide;
if (playerSide == "X")
{
SetPlayerColors(playerX, playerO);
}
else
{
SetPlayerColors(playerO, playerX);
}
StartGame();
}
void StartGame()
{
SetBoardInteractable(true);
SetPlayerButtons(false);
startInfo.SetActive(false);
}
public string GetPlayerSide()
{
return playerSide;
}
public void EndTurn()
{
moveCount++;
if (gridSpaceList[0].text == playerSide && gridSpaceList[1].text == playerSide && gridSpaceList[2].text == playerSide)
{
GameOver(playerSide);
}
else if (gridSpaceList[3].text == playerSide && gridSpaceList[4].text == playerSide && gridSpaceList[5].text == playerSide)
{
GameOver(playerSide);
}
else if (gridSpaceList[6].text == playerSide && gridSpaceList[7].text == playerSide && gridSpaceList[8].text == playerSide)
{
GameOver(playerSide);
}
else if (gridSpaceList[0].text == playerSide && gridSpaceList[3].text == playerSide && gridSpaceList[6].text == playerSide)
{
GameOver(playerSide);
}
else if (gridSpaceList[1].text == playerSide && gridSpaceList[4].text == playerSide && gridSpaceList[7].text == playerSide)
{
GameOver(playerSide);
}
else if (gridSpaceList[2].text == playerSide && gridSpaceList[5].text == playerSide && gridSpaceList[8].text == playerSide)
{
GameOver(playerSide);
}
else if (gridSpaceList[0].text == playerSide && gridSpaceList[4].text == playerSide && gridSpaceList[8].text == playerSide)
{
GameOver(playerSide);
}
else if (gridSpaceList[2].text == playerSide && gridSpaceList[4].text == playerSide && gridSpaceList[6].text == playerSide)
{
GameOver(playerSide);
}
else if (moveCount >= 9)
{
GameOver("draw");
}
else
{
ChangeSides();
}
}
void ChangeSides()
{
playerSide = (playerSide == "X") ? "O" : "X";
if (playerSide == "X")
{
SetPlayerColors(playerX, playerO);
}
else
{
SetPlayerColors(playerO, playerX);
}
}
void SetPlayerColors(Player newPlayer, Player oldPlayer)
{
newPlayer.panel.color = activePlayerColor.panelColor;
newPlayer.text.color = activePlayerColor.textColor;
oldPlayer.panel.color = inactivePlayerColor.panelColor;
oldPlayer.text.color = inactivePlayerColor.textColor;
}
void GameOver(string winningPlayer)
{
SetBoardInteractable(false);
if (winningPlayer == "draw")
{
SetGameOverText("It's a Draw!");
SetPlayerColorsInactive();
}
else
{
SetGameOverText(winningPlayer + " Wins!");
}
restartButton.SetActive(true);
}
void SetGameOverText(string value)
{
gameOverPanel.SetActive(true);
gameOverText.text = value;
}
public void RestartGame()
{
moveCount = 0;
gameOverPanel.SetActive(false);
restartButton.SetActive(false);
SetPlayerButtons(true);
SetPlayerColorsInactive();
startInfo.SetActive(true);
for (int i = 0; i < gridSpaceList.Length; i++)
{
gridSpaceList[i].text = "";
}
}
private void SetBoardInteractable(bool toggle)
{
for (int i = 0; i < gridSpaceList.Length; i++)
{
gridSpaceList[i].button.interactable = toggle;
}
}
void SetPlayerButtons(bool toggle)
{
playerX.button.interactable = toggle;
playerO.button.interactable = toggle;
}
void SetPlayerColorsInactive()
{
playerX.panel.color = inactivePlayerColor.panelColor;
playerX.text.color = inactivePlayerColor.textColor;
playerO.panel.color = inactivePlayerColor.panelColor;
playerO.text.color = inactivePlayerColor.textColor;
}
}
另一个脚本看起来像这样
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class GridSpace : MonoBehaviour
{
public Button button;
public string text;
public Image image;
private GameController gameController;
public void SetGameControllerReference(GameController controller)
{
gameController = controller;
}
public void SetSpace()
{
text = gameController.GetPlayerSide();
image.sprite = gameController.GetPlayerSideImage();
button.interactable = false;
gameController.EndTurn();
}
}
更新:似乎代码应该可以正常工作。 我隔离了对文本的访问,它确实有效。
void Awake()
{
//SetGameControllerReferenceOnButtons();
EndTurn();
//gameOverPanel.SetActive(false);
// moveCount = 0;
//restartButton.SetActive(false);
}
EndTurn() 被隔离为仅访问 gridSpaceList[0...].text:
public void EndTurn()
{
// moveCount++;
if (gridSpaceList[0].text == playerSide && gridSpaceList[1].text == playerSide && gridSpaceList[2].text == playerSide)
{
//GameOver(playerSide);
}
else if (gridSpaceList[3].text == playerSide && gridSpaceList[4].text == playerSide && gridSpaceList[5].text == playerSide)
{
// GameOver(playerSide);
}
else if (gridSpaceList[6].text == playerSide && gridSpaceList[7].text == playerSide && gridSpaceList[8].text == playerSide)
{
// GameOver(playerSide);
}
else if (gridSpaceList[0].text == playerSide && gridSpaceList[3].text == playerSide && gridSpaceList[6].text == playerSide)
{
//GameOver(playerSide);
}
else if (gridSpaceList[1].text == playerSide && gridSpaceList[4].text == playerSide && gridSpaceList[7].text == playerSide)
{
//GameOver(playerSide);
}
else if (gridSpaceList[2].text == playerSide && gridSpaceList[5].text == playerSide && gridSpaceList[8].text == playerSide)
{
//GameOver(playerSide);
}
else if (gridSpaceList[0].text == playerSide && gridSpaceList[4].text == playerSide && gridSpaceList[8].text == playerSide)
{
//GameOver(playerSide);
}
else if (gridSpaceList[2].text == playerSide && gridSpaceList[4].text == playerSide && gridSpaceList[6].text == playerSide)
{
//GameOver(playerSide);
}
else if (moveCount >= 9)
{
//GameOver("draw");
}
else
{
//ChangeSides();
}
}
等级制度
检查器 gridSpaceList 数组:你设置了所有的引用吗? 并向他们添加文字?
我还为每个游戏对象添加了文本值以进行测试。 由于上述工作正常,请尝试在 object 到达 EndTurn() 之前跟踪它,看看会发生什么......
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