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Unity C# 错误

[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

在此处输入图像描述

检查器 gridSpaceList 数组:你设置了所有的引用吗? 并向他们添加文字?

在此处输入图像描述

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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