转换后csharp中的脚本:
using UnityEngine;
using System.Collections;
public class MYCLASSNAME : MonoBehaviour {
public Transform TargetLookAt;
public float Distance = 5.0f;
public float DistanceMin = 3.0f;
public float DistanceMax = 10.0f;
private float mouseX = 0.0f;
private float mouseY = 0.0f;
private float startingDistance = 0.0f;
private float desiredDistance = 0.0f;
public float X_MouseSensitivity = 5.0f;
public float Y_MouseSensitivity = 5.0f;
public float MouseWheelSensitivity = 5.0f;
public float Y_MinLimit = -40.0f;
public float Y_MaxLimit = 80.0f;
public float DistanceSmooth = 0.05f;
private float velocityDistance = 0.0f;
private Vector3 desiredPosition = Vector3.zero;
public float X_Smooth = 0.05f;
public float Y_Smooth = 0.1f;
private float velX = 0.0f;
private float velY = 0.0f;
private float velZ = 0.0f;
private Vector3 position = Vector3.zero;
CursorLockMode wantedMode;
void Start (){
Distance = Mathf.Clamp(Distance, DistanceMin, DistanceMax);
startingDistance = Distance;
Reset();
SetCursorState();
OnGUI();
}
void LateUpdate (){
if (TargetLookAt == null)
return;
HandlePlayerInput();
CalculateDesiredPosition();
UpdatePosition();
}
void HandlePlayerInput (){
float deadZone= 0.01f; // mousewheel deadZone
//if (Input.GetMouseButton(1))
//{
mouseX += Input.GetAxis("Mouse X") * X_MouseSensitivity;
mouseY -= Input.GetAxis("Mouse Y") * Y_MouseSensitivity;
//}
// this is where the mouseY is limited - Helper script
mouseY = ClampAngle(mouseY, Y_MinLimit, Y_MaxLimit);
// get Mouse Wheel Input
if (Input.GetAxis("Mouse ScrollWheel") < -deadZone || Input.GetAxis("Mouse ScrollWheel") > deadZone)
{
desiredDistance = Mathf.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity),
DistanceMin, DistanceMax);
}
}
void CalculateDesiredPosition (){
// Evaluate distance
Distance = Mathf.SmoothDamp(Distance, desiredDistance, velocityDistance, DistanceSmooth);
// Calculate desired position -> Note : mouse inputs reversed to align to WorldSpace Axis
desiredPosition = CalculatePosition(mouseY, mouseX, Distance);
}
float CalculatePosition ( float rotationX , float rotationY , float distance ){
Vector3 direction = new Vector3(0, 0, -distance);
Quaternion rotation = Quaternion.Euler(rotationX, rotationY, 0);
return TargetLookAt.position + (rotation * direction);
}
void UpdatePosition (){
float posX= Mathf.SmoothDamp(position.x, desiredPosition.x, velX, X_Smooth);
float posY= Mathf.SmoothDamp(position.y, desiredPosition.y, velY, Y_Smooth);
float posZ= Mathf.SmoothDamp(position.z, desiredPosition.z, velZ, X_Smooth);
position = new Vector3(posX, posY, posZ);
transform.position = position;
transform.LookAt(TargetLookAt);
}
void Reset (){
mouseX = 0;
mouseY = 10;
Distance = startingDistance;
desiredDistance = Distance;
}
float ClampAngle ( float angle , float min , float max ){
while (angle < -360 || angle > 360)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
}
return Mathf.Clamp(angle, min, max);
}
// Apply requested cursor state
void SetCursorState ()
{
Cursor.lockState = wantedMode;
// Hide cursor when locking
Cursor.visible = (CursorLockMode.Locked != wantedMode);
}
void OnGUI ()
{
GUILayout.BeginVertical ();
// Release cursor on escape keypress
if (Input.GetKeyDown (KeyCode.Escape))
Cursor.lockState = wantedMode = CursorLockMode.None;
switch (Cursor.lockState)
{
case CursorLockMode.None:
GUILayout.Label ("Cursor is normal");
if (GUILayout.Button ("Lock cursor"))
wantedMode = CursorLockMode.Locked;
if (GUILayout.Button ("Confine cursor"))
wantedMode = CursorLockMode.Confined;
break;
case CursorLockMode.Confined:
GUILayout.Label ("Cursor is confined");
if (GUILayout.Button ("Lock cursor"))
wantedMode = CursorLockMode.Locked;
if (GUILayout.Button ("Release cursor"))
wantedMode = CursorLockMode.None;
break;
case CursorLockMode.Locked:
GUILayout.Label ("Cursor is locked");
if (GUILayout.Button ("Unlock cursor"))
wantedMode = CursorLockMode.None;
if (GUILayout.Button ("Confine cursor"))
wantedMode = CursorLockMode.Confined;
break;
}
GUILayout.EndVertical ();
SetCursorState ();
}
}
行上的错误:
Distance = Mathf.SmoothDamp(Distance, desiredDistance, velocityDistance, DistanceSmooth);
错误CS1502:最佳重载方法匹配 &#39; UnityEngine.Mathf.SmoothDamp(float,float,ref float,float)&#39;具有 一些无效的参数(CS1502)(Assembly-CSharp)
错误CS1620:参数3必须与&#39; ref&#39;一起传递。关键词 (CS1620)(Assembly-CSharp)
在线:
desiredPosition = CalculatePosition(mouseY, mouseX, Distance);
错误CS0029:无法隐式转换类型&#39; float&#39;至 &#39;&UnityEngine.Vector3 39#; (CS0029)(Assembly-CSharp)
在线:
return TargetLookAt.position + (rotation * direction);
错误CS0029:无法隐式转换类型&#39; UnityEngine.Vector3&#39;至 &#39;浮动&#39; (CS0029)(Assembly-CSharp)
在线:
float posX= Mathf.SmoothDamp(position.x, desiredPosition.x, velX, X_Smooth);
错误CS1502:最佳重载方法匹配 &#39; UnityEngine.Mathf.SmoothDamp(float,float,ref float,float)&#39;具有 一些无效的参数(CS1502)(Assembly-CSharp)
错误CS1620:参数3必须与&#39; ref&#39;一起传递。关键词 (CS1620)(Assembly-CSharp)
在线:
float posY= Mathf.SmoothDamp(position.y, desiredPosition.y, velY, Y_Smooth);
错误CS1502:最佳重载方法匹配 &#39; UnityEngine.Mathf.SmoothDamp(float,float,ref float,float)&#39;具有 一些无效的参数(CS1502)(Assembly-CSharp)
错误CS1620:参数3必须与&#39; ref&#39;一起传递。关键词 (CS1620)(Assembly-CSharp)
在线:
float posZ= Mathf.SmoothDamp(position.z, desiredPosition.z, velZ, X_Smooth);
错误CS1502:最佳重载方法匹配 &#39; UnityEngine.Mathf.SmoothDamp(float,float,ref float,float)&#39;具有 一些无效的参数(CS1502)(Assembly-CSharp)
错误CS1620:参数3必须与&#39; ref&#39;一起传递。关键词 (CS1620)(Assembly-CSharp)
答案 0 :(得分:0)
错误字面上指出:&#39;参数必须与 ref 关键字一起传递。这意味着您必须将 ref 添加到参数中,以将参数标记为/ out。
例如:
Distance = Mathf.SmoothDamp(Distance, desiredDistance, ref velocityDistance, DistanceSmooth);
对于函数CalculatePosition
,您只需定义错误的返回类型。里面的代码不返回一个浮点数,它返回一个Vector3,这对于一个位置来说是很自然的。
/* Does not return a float! */
Vector3 CalculatePosition(float rotationX, float rotationY, float distance)
{
Vector3 direction = new Vector3(0, 0, -distance);
Quaternion rotation = Quaternion.Euler(rotationX, rotationY, 0);
return TargetLookAt.position + (rotation * direction);
}