对不起的标题感到抱歉,因为它显示我的代码似乎有一个很大的错误,一切顺利,直到我改变了从前一个屏幕加载数据的方法(将其从加载xml更改为txt)。在看到所有这些错误之后,我认为这是我编写的代码所以我删除了它仍然无法正常工作。
在以前的问题中寻找答案之后,人们似乎认为它是一个额外的括号或分号,但尽我所能(尽管我的眼睛并不惊人)我似乎无法找到问题。
提前谢谢你。我很感激,虽然这看起来像是一个愚蠢的问题,但我似乎无法找到问题。
constexpr
答案 0 :(得分:0)
你过早地关闭了你的课程。根据您的编辑器,在您public static int strtoul(byte[] bytes, int size, int base) {
int total = 0;
for (int i = 0; i < size; i++) {
if (base == 16) {
// signed bytes, shifted
total += bytes[i] << (size - 1 - i) * 8;
} else {
// unsigned bytes, shifted
total += (bytes[i] & 0xff) << (size - 1 - i) * 8;
}
}
return total;
}
宣布Window_Loaded
之前int limit
移除一个近距离括号之前,您应该有一条红色波浪线。这是更新的代码:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Shapes;
using System.Xml;
using System.Xml.Serialization;
using System.IO;
namespace Planet_of_fightcraft_final_build
{
/// <summary>
/// Interaction logic for PartySelectionScreen.xaml
/// </summary>
public partial class PartySelectionScreen : Window
{
public PartySelectionScreen()
{
InitializeComponent();
}
// When the partySelectionScreen is loaded
// it will deserialize and read the NameData.xml file
// and will populate the charName and charStats textboxes
private void Window_Loaded(object sender, RoutedEventArgs e)
{
XmlSerializer sr = new XmlSerializer(typeof(NameSavingInformation));
FileStream read = new FileStream("NameData.xml",
FileMode.Open, FileAccess.Read, FileShare.Read);
NameSavingInformation nameInfo = (NameSavingInformation)sr.Deserialize(read);
charNameTextBox.Text = nameInfo.GeneratedName;
// Setting the values of the user characters stats
// ucs = user class stats
userClassStats ucs = new userClassStats();
/*------Character Stats------*/
ucs.H = 200;
ucs.AP = 75;
ucs.CA = 125;
ucs.S = 100;
//---------------------------//
string health = "Health: " + ucs.H;
string attackPower = "Attack Power: " + ucs.AP;
string criticalAttack = "Critical Power: " + ucs.CA;
string speed = "Speed: " + ucs.S;
/*------Character Stats------*/
string nl = "\n \n";
charStatsTextBox.Text =
health + nl +
attackPower + nl +
criticalAttack + nl +
speed;
}
// This sets a limit on how many party memebers can be added into the listbox at one time
public int limit = 10;
public string limitMsg = "You have reached the maxmimum amount of party memebers, please delete some and try again.";
private void generatePartyButton_Click(object sender, RoutedEventArgs e)
{
// Array of party members that can be randomly generated into the listbox.
string[] partyMembers =
{
"Barbarian",
"Elf",
"Wizard",
"Dragon",
"Knight"
};
Random r = new Random();
// This checks to see if there are allready existing party members in the list box, if so it will
// prompt the user asking them for confirmation that they want to re - generate the list.
// If yes it will clear all the items and re add new ones.
if (partyMembersListBox.Items.Count <= limit)
{
partyMembersListBox.Items.Clear();
for (int i = 0; i < 1; i++)
{
partyMembersListBox.Items.Add(partyMembers[r.Next(0, 4)]);
partyMembersListBox.Items.Add(partyMembers[r.Next(0, 4)]);
partyMembersListBox.Items.Add(partyMembers[r.Next(0, 4)]);
partyMembersListBox.Items.Add(partyMembers[r.Next(0, 4)]);
partyMembersListBox.Items.Add(partyMembers[r.Next(0, 4)]);
partyMembersListBox.Items.Add(partyMembers[r.Next(0, 4)]);
partyMembersListBox.Items.Add(partyMembers[r.Next(0, 4)]);
partyMembersListBox.Items.Add(partyMembers[r.Next(0, 4)]);
partyMembersListBox.Items.Add(partyMembers[r.Next(0, 4)]);
partyMembersListBox.Items.Add(partyMembers[r.Next(0, 4)]);
}
}
}
// This will allow the user to edit the stats of the selected party memeber from the listbox
private void editStatsButton_Click(object sender, RoutedEventArgs e)
{
if (partyMembersListBox.SelectedItem.ToString() == "Barbarian")
{
BStatsEditing bStatsEditing = new BStatsEditing();
bStatsEditing.Show();
}
else if (partyMembersListBox.SelectedItem.ToString() == "Elf")
{
EStatsEditing eStatsEditing = new EStatsEditing();
eStatsEditing.Show();
}
}
// The user can choose their team without random generation.
// this will check to see if the count of items in the list box is less than the limit
// if so it will manualy add the - character, else it will show a messagebox informing them
// they have reached the maximum amount of characters and must delete some.
private void addBarbarianButton_Click(object sender, RoutedEventArgs e)
{
if (partyMembersListBox.Items.Count < limit)
{
// bc = Barbarian Character.
string bc = "Barbarian";
partyMembersListBox.Items.Add(bc);
}
else
{
MessageBox.Show(limitMsg);
}
}
// The user can choose their team without random generation.
// this will check to see if the count of items in the list box is less than the limit
// if so it will manualy add the - character, else it will show a messagebox informing them
// they have reached the maximum amount of characters and must delete some.
private void addElfButton_Click(object sender, RoutedEventArgs e)
{
if (partyMembersListBox.Items.Count < limit)
{
// ec = Elf Character.
string ec = "Elf";
partyMembersListBox.Items.Add(ec);
}
else
{
MessageBox.Show(limitMsg);
}
}
// The user can choose their team without random generation.
// this will check to see if the count of items in the list box is less than the limit
// if so it will manualy add the - character, else it will show a messagebox informing them
// they have reached the maximum amount of characters and must delete some.
private void addWizardButton_Click(object sender, RoutedEventArgs e)
{
if (partyMembersListBox.Items.Count < limit)
{
// wc = Wizard Character.
string wc = "Wizard";
partyMembersListBox.Items.Add(wc);
}
else
{
MessageBox.Show(limitMsg);
}
}
// The user can choose their team without random generation.
// this will check to see if the count of items in the list box is less than the limit
// if so it will manualy add the - character, else it will show a messagebox informing them
// they have reached the maximum amount of characters and must delete some.
private void addDragonButton_Click(object sender, RoutedEventArgs e)
{
if (partyMembersListBox.Items.Count < limit)
{
//dc = Dragon Character.
string dc = "Dragon";
partyMembersListBox.Items.Add(dc);
}
else
{
MessageBox.Show(limitMsg);
}
}
// The user can choose their team without random generation.
// this will check to see if the count of items in the list box is less than the limit
// if so it will manualy add the - character, else it will show a messagebox informing them
// they have reached the maximum amount of characters and must delete some.
private void addKnightButton_Click(object sender, RoutedEventArgs e)
{
if (partyMembersListBox.Items.Count < limit)
{
//kc = Knight Character.
string kc = "Knight";
partyMembersListBox.Items.Add(kc);
}
else
{
MessageBox.Show(limitMsg);
}
}
// This allows the user to delete one or more chosen characters from the listbox.
private void deletePartyMember_Click(object sender, RoutedEventArgs e)
{
if (this.partyMembersListBox.SelectedIndex >= 0)
{
this.partyMembersListBox.Items.RemoveAt(this.partyMembersListBox.SelectedIndex);
}
}
// This will save the current party members to the PartyData.txt file
private void savePartyButton_Click(object sender, RoutedEventArgs e)
{
System.IO.StreamWriter SaveFile = new System.IO.StreamWriter("PartyData.txt");
foreach (var item in partyMembersListBox.Items)
{
SaveFile.WriteLine(item.ToString());
}
SaveFile.Close();
}
// This will search for the PartyData.txt file
// if it is found it will load the party data and populate the partyMembersListBox with said data
// if it cannot be found a messagebox will inform the user and prompt them to create a new party.
private void loadPartyButton_Click(object sender, RoutedEventArgs e)
{
if (File.Exists("PartyData.txt"))
{
string[] lines = File.ReadAllLines("PartyData.txt");
foreach (string line in lines)
{
partyMembersListBox.Items.Add(line);
}
}
else
{
MessageBox.Show("Unable to find existing party data, please create a new party!");
}
}
}