我使用C#在Unity3D中编译了各种脚本,并且有问题的一个给我一个错误。这是Unity中出现的错误:
CSharp Script / CharacterController2D.cs(332.23):错误CS0029:无法将类型'float'隐式转换为'bool'。
我认为这是导致错误的方法,因为这是在错误中提到的第332行:
private void HandleVerticalSlope(ref Vector2 deltaMovement)
{
// ...
State.SlopeAngle = angle;
// ...
}
我还会添加与ControllerState2D相关的脚本。
using UnityEngine;
using System.Collections;
public class ControllerState2D
{
public bool IsCollidingRight { get; set; }
public bool IsCollidingLeft { get; set; }
public bool IsCollidingAbove { get; set; }
public bool IsCollidingBelow { get; set; }
public bool IsMovingDownSlope { get; set; }
public bool IsMovingUpSlope { get; set; }
public bool IsGrounded { get { return IsCollidingBelow; } }
public bool SlopeAngle { get; set; }
public bool HasCollisions { get { return IsCollidingRight || IsCollidingLeft || IsCollidingAbove || IsCollidingBelow; }}
public void Reset()
{
IsMovingUpSlope =
IsMovingDownSlope =
IsCollidingLeft =
IsCollidingRight =
IsCollidingAbove =
IsCollidingBelow = false;
SlopeAngle = 0;
}
public override string ToString()
{
return string.Format(
"(controller: r:{0} 1:{1} a:{2} b:{3} down-slope:{4} up-slope: {5} angle: {6})",
IsCollidingRight,
IsCollidingLeft,
IsCollidingAbove,
IsCollidingBelow,
IsMovingDownSlope,
IsMovingUpSlope,
SlopeAngle);
}
}
这是班级:
using UnityEngine;
using System.Collections;
public class CharacterController2D : MonoBehaviour
{
private const float SkinWidth = .02f;
private const int TotalHorizontalRays = 8;
private const int TotalVerticalRays = 4;
private static readonly float SlopeLimitTangant = Mathf.Tan(75f * Mathf.Deg2Rad);
public LayerMask PlatformMask;
public ControllerParameters2D DefaultParameters;
public ControllerState2D State { get; private set; }
public Vector2 Velocity { get { return _velocity; } }
public bool HandleCollisions { get; set; }
public ControllerParameters2D Parameters { get { return _overrideParameters ?? DefaultParameters; } }
public GameObject StandingOn { get; private set; }
public Vector3 PlatformVelocity { get; private set; }
public bool CanJump
{
get
{
if (Parameters.JumpRestrictions == ControllerParameters2D.JumpBehavior.CanJumpAnywhere)
return _jumpIn <= 0;
if (Parameters.JumpRestrictions == ControllerParameters2D.JumpBehavior.CanJumpOnGround)
return State.IsGrounded;
return false;
}
}
private Vector2 _velocity;
private Transform _transform;
private Vector3 _localScale;
private BoxCollider2D _boxCollider;
private ControllerParameters2D _overrideParameters;
private float _jumpIn;
private GameObject _lastStandingOn;
private Vector3
_activeGlobalPlatformPoint,
_activeLocalPlatformPoint;
private Vector3
_raycastTopLeft,
_raycastBottomRight,
_raycastBottomLeft;
private float
_verticalDistanceBetweenRays,
_horizontalDistanceBetweenRays;
public void Awake()
{
HandleCollisions = true;
State = new ControllerState2D();
_transform = transform;
_localScale = transform.localScale;
_boxCollider = GetComponent<BoxCollider2D>();
var colliderWidth = _boxCollider.size.x * Mathf.Abs(transform.localScale.x) - (2 * SkinWidth);
_horizontalDistanceBetweenRays = colliderWidth / (TotalVerticalRays - 1);
var colliderHeight = _boxCollider.size.y * Mathf.Abs(transform.localScale.y) - (2 * SkinWidth);
_verticalDistanceBetweenRays = colliderHeight / (TotalHorizontalRays - 1);
}
public void AddForce(Vector2 force)
{
_velocity = force;
}
public void SetForce(Vector2 force)
{
_velocity += force;
}
public void SetHorizontalForce(float x)
{
_velocity.x = x;
}
public void SetVerticalForce(float y)
{
_velocity.y = y;
}
public void Jump()
{
// TODO: Moving platform support
AddForce(new Vector2(0, Parameters.JumpMagnitude));
_jumpIn = Parameters.JumpFrequency;
}
public void LateUpdate()
{
_jumpIn -= Time.deltaTime;
_velocity.y += Parameters.Gravity * Time.deltaTime;
Move(Velocity * Time.deltaTime);
}
private void Move(Vector2 deltaMovement)
{
var wasGrounded = State.IsCollidingBelow;
State.Reset();
if (HandleCollisions)
{
HandlePlatforms();
CalculateRayOrigins();
if (deltaMovement.y < 0 && wasGrounded)
HandleVerticalSlope(ref deltaMovement);
if (Mathf.Abs(deltaMovement.x) > .001f)
MoveHorizontally(ref deltaMovement);
MoveVertically(ref deltaMovement);
CorrectHorizontalPlacement(ref deltaMovement, true);
CorrectHorizontalPlacement(ref deltaMovement, false);
}
_transform.Translate(deltaMovement, Space.World);
if (Time.deltaTime > 0)
_velocity = deltaMovement / Time.deltaTime;
_velocity.x = Mathf.Min(_velocity.x, Parameters.MaxVelocity.x);
_velocity.y = Mathf.Min(_velocity.y, Parameters.MaxVelocity.y);
if (State.IsMovingUpSlope)
_velocity.y = 0;
if (StandingOn != null)
{
_activeGlobalPlatformPoint = transform.position;
_activeLocalPlatformPoint = StandingOn.transform.InverseTransformPoint(transform.position);
if (_lastStandingOn != StandingOn)
{
if (_lastStandingOn != null)
_lastStandingOn.SendMessage("ControllerExit2D", this, SendMessageOptions.DontRequireReceiver);
StandingOn.SendMessage("ControllerEnter2D", this, SendMessageOptions.DontRequireReceiver);
_lastStandingOn = StandingOn;
}
else if (StandingOn != null)
StandingOn.SendMessage("ControllerStay2D", this, SendMessageOptions.DontRequireReceiver);
}
else if (_lastStandingOn != null)
{
_lastStandingOn.SendMessage("ControllerExit2D", this, SendMessageOptions.DontRequireReceiver);
_lastStandingOn = null;
}
}
private void HandlePlatforms()
{
if (StandingOn != null)
{
var newGlobalPlatformPoint = StandingOn.transform.TransformPoint(_activeLocalPlatformPoint);
var moveDistance = newGlobalPlatformPoint - _activeGlobalPlatformPoint;
if (moveDistance != Vector3.zero)
transform.Translate(moveDistance, Space.World);
PlatformVelocity = (newGlobalPlatformPoint - _activeGlobalPlatformPoint) / Time.deltaTime;
}
else
PlatformVelocity = Vector3.zero;
StandingOn = null;
}
private void CorrectHorizontalPlacement(ref Vector2 deltaMovement, bool isRight)
{
var halfWidth = (_boxCollider.size.x * _localScale.x) / 2f;
var rayOrigin = isRight ? _raycastBottomRight : _raycastBottomLeft;
if (isRight)
rayOrigin.x -= (halfWidth - SkinWidth);
else
rayOrigin.x += (halfWidth - SkinWidth);
var rayDirection = isRight ? Vector2.right : -Vector2.right;
var offset = 0f;
for (var i = 1; i < TotalHorizontalRays - 1; i++)
{
var rayVector = new Vector2(deltaMovement.x + rayOrigin.x, deltaMovement.y + rayOrigin.y + (i * _verticalDistanceBetweenRays));
// Debug.DrawRay(rayVector, rayDirection * halfWidth, isRight ? Color.cyan : Color.magenta);
var raycastHit = Physics2D.Raycast(rayVector, rayDirection, halfWidth, PlatformMask);
if (!raycastHit)
continue;
offset = isRight ? ((raycastHit.point.x - _transform.position.x) - halfWidth) : (halfWidth - (_transform.position.x - raycastHit.point.x));
}
deltaMovement.x += offset;
}
private void CalculateRayOrigins()
{
var size = new Vector2(_boxCollider.size.x * Mathf.Abs(_localScale.x), _boxCollider.size.y * Mathf.Abs(_localScale.y)) / 2;
var center = new Vector2(_boxCollider.center.x * _localScale.x, _boxCollider.center.y * _localScale.y);
_raycastTopLeft = _transform.position + new Vector3(center.x - size.x + SkinWidth, center.y + size.y - SkinWidth);
_raycastBottomRight = _transform.position + new Vector3(center.x + size.x - SkinWidth, center.y - size.y + SkinWidth);
_raycastBottomLeft = _transform.position + new Vector3(center.x - size.x + SkinWidth, center.y - size.y + SkinWidth);
}
private void MoveHorizontally(ref Vector2 deltaMovement)
{
var isGoingRight = deltaMovement.x > 0;
var rayDistance = Mathf.Abs(deltaMovement.x) + SkinWidth;
var rayDirection = isGoingRight ? Vector2.right : -Vector2.right;
var rayOrigin = isGoingRight ? _raycastBottomRight : _raycastBottomLeft;
for (var i = 0; i < TotalHorizontalRays; i++)
{
var rayVector = new Vector2(rayOrigin.x, rayOrigin.y + (i * _verticalDistanceBetweenRays));
Debug.DrawRay(rayVector, rayDirection * rayDistance, Color.red);
var rayCastHit = Physics2D.Raycast(rayVector, rayDirection, rayDistance, PlatformMask);
if (!rayCastHit)
continue;
if (i == 0 && HandleHorizontalSlope(ref deltaMovement, Vector2.Angle(rayCastHit.normal, Vector2.up), isGoingRight))
break;
deltaMovement.x = rayCastHit.point.x - rayVector.x;
rayDistance = Mathf.Abs(deltaMovement.x);
if (isGoingRight)
{
deltaMovement.x -= SkinWidth;
State.IsCollidingRight = true;
}
else
{
deltaMovement.x += SkinWidth;
State.IsCollidingLeft = true;
}
if (rayDistance < SkinWidth + .0001f)
break;
}
}
private void MoveVertically(ref Vector2 deltaMovement)
{
var isGoingUp = deltaMovement.y > 0;
var rayDistance = Mathf.Abs(deltaMovement.y) + SkinWidth;
var rayDirection = isGoingUp ? Vector2.up : -Vector2.up;
var rayOrigin = isGoingUp ? _raycastTopLeft : _raycastBottomLeft;
rayOrigin.x += deltaMovement.x;
var standingOnDistance = float.MaxValue;
for (var i = 0; i < TotalVerticalRays; i++)
{
var rayVector = new Vector2(rayOrigin.x + (i * _horizontalDistanceBetweenRays), rayOrigin.y);
Debug.DrawRay(rayVector, rayDirection * rayDistance, Color.red);
var raycastHit = Physics2D.Raycast(rayVector, rayDirection, rayDistance, PlatformMask);
if (!raycastHit)
continue;
if (!isGoingUp)
{
var verticalDistanceToHit = _transform.position.y - raycastHit.point.y;
if (verticalDistanceToHit < standingOnDistance)
{
standingOnDistance = verticalDistanceToHit;
StandingOn = raycastHit.collider.gameObject;
}
}
deltaMovement.y = raycastHit.point.y - rayVector.y;
rayDistance = Mathf.Abs(deltaMovement.y);
if (isGoingUp)
{
deltaMovement.y -= SkinWidth;
State.IsCollidingAbove = true;
}
else
{
deltaMovement.y += SkinWidth;
State.IsCollidingBelow = true;
}
if (!isGoingUp && deltaMovement.y > .0001f)
State.IsMovingUpSlope = true;
if (rayDistance < SkinWidth + .0001f)
break;
}
}
private void HandleVerticalSlope(ref Vector2 deltaMovement)
{
var center = (_raycastBottomLeft.x + _raycastBottomRight.x) / 2;
var direction = -Vector2.up;
var slopeDistance = SlopeLimitTangant * (_raycastBottomRight.x - center);
var slopeRayVector = new Vector2(center, _raycastBottomLeft.y);
Debug.DrawRay(slopeRayVector, direction * slopeDistance, Color.yellow);
var raycastHit = Physics2D.Raycast(slopeRayVector, direction, slopeDistance, PlatformMask);
if (!raycastHit)
return;
//ReSharper disable CompareOfFloatsByEqualityOperator;
var isMovingDownSlope = Mathf.Sign(raycastHit.normal.x) == Mathf.Sign(deltaMovement.x);
if (!isMovingDownSlope)
return;
var angle = Vector2.Angle(raycastHit.normal, Vector2.up);
if (Mathf.Abs(angle) < .0001f)
return;
State.IsMovingDownSlope = true;
State.SlopeAngle = angle;
deltaMovement.y = raycastHit.point.y - slopeRayVector.y;
}
private bool HandleHorizontalSlope(ref Vector2 deltaMovement, float angle, bool isGoingRight)
{
if (Mathf.RoundToInt(angle) == 90)
return false;
if (angle > Parameters.SlopeLimit)
{
deltaMovement.x = 0;
return true;
}
if (deltaMovement.y > .07f)
return true;
deltaMovement.x += isGoingRight ? -SkinWidth : SkinWidth;
deltaMovement.y = Mathf.Abs(Mathf.Tan(angle * Mathf.Deg2Rad) * deltaMovement.x);
State.IsMovingUpSlope = true;
State.IsCollidingBelow = true;
return true;
}
public void OnTriggerEnter2D(Collider2D other)
{
var parameters = other.gameObject.GetComponent<ControllerPhsyicsVolume2D>();
if (parameters == null)
return;
_overrideParameters = parameters.Parameters;
}
public void OnTriggerExit2D(Collider2D other)
{
var parameters = other.gameObject.GetComponent<ControllerPhsyicsVolume2D>();
if (parameters == null)
return;
_overrideParameters = null;
}
}
答案 0 :(得分:4)
您班级中的属性定义与您尝试的内容不符。
现在,你有:
public class ControllerState2D
{
...
public bool SlopeAngle { get; set; }
...
}
请注意,您已将SlopeAngle
媒体资源定义为bool
。
然后尝试将SlopeAngle
分配给一个数字:
State.SlopeAngle = angle;
这肯定会引发错误,因为bool
是true
或false
,而不是浮点数(float
)。
您可以通过修改属性定义来更正 此 错误:
public float SlopeAngle { get; set; }
但,如果其他地方的代码希望SlopeAngle
为bool
,则可能会在其他地方引发问题。