[英]Unity Preprocessor Directive Error?
我最近在Unity中使用#region,#endregion,#if,#endif等問題時遇到問題。
我不記得它最初是從哪個版本開始的,但是每當我創建一個新項目時,我根本就不會使用區域。
它總是說存在解析錯誤,然后說類似“ 錯誤CS1027:預期的#endif指令 ”
為了得到這個錯誤,這就是我要做的
#if !UNITY_EDITOR
#endif
我是否在語句之間包含代碼,還是在指令的兩側刪除所有空白都沒有關系。
我有另一個較舊的項目,可以很好地使用#regions和#if語句,不確定是否更改了內容或如何修復它。.我一直在尋找解決方案,似乎沒人這個問題? 這是Monodevelop中的設置嗎? 空格? 某個地方的字符無效? 我真的不知道為什么會這樣,這讓我發瘋,哈哈。
如果有人有任何建議,我很想聽聽他們的建議!
謝謝你的時間!
編輯:這是#regions在拖放腳本中不為我工作的示例。.(獎勵,免費拖放和腳本!大聲笑)如果它們給您錯誤,也許只是注釋掉它們。 :(
Unity控制台錯誤:
Assets / Scripts / DragAndDrop.cs(12,254):錯誤CS1028:意外的處理器指令(此#endregion沒有#region)(這使我指向了摘要標記的結尾?)Assets / Scripts / DragAndDrop.cs(14, 45):錯誤CS1028:意外的處理器指令(此#endregion沒有#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,關於您給出的示例。
我將其粘貼到普通Unity5項目中的文件HybFacebookExtensions.cs
中。 它運行完美-沒有錯誤。
您的Unity安裝可能存在問題。
不幸的是,沒有人能夠猜測那里出了什么問題。 您還有第二台機器要測試嗎?
#if !UNITY_EDITOR
Debug.Log("YO");
#endif
是一個正確的例子。
您可能不小心將其從Debug更改為Release。
注意。 您會非常困惑地得到這些錯誤,
真煩人。 以下示例可能會導致此類異常錯誤:
public Class Teste()
{
.. you meant to put it in here ..
}
#if UNITY_EDITOR
#endif
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