我在下面的脚本的第38行有这个错误。我知道还有其他一些相同类型的问题。但没有一个对我有帮助。这个错误已经停止了我的项目。我想要摆脱它所以,如果有人能帮助我,我会非常感谢。这就是我的代码
using System.Collections.Generic;
using UnityEngine;
public class LootChest : MonoBehaviour
{
public int MaxItems;
int ItemCount;
List<Item> Items = new List<Item>();
public GameManager GameManager;
bool Selected;
public float Distance;
public Color HoverColour;
public Color ClickColour;
Color DefaultColor;
// Use this for initialization
void Start()
{
ItemCount = Random.Range(0, MaxItems);
for (int i = 0; i < ItemCount; i++)
{
int r = Random.Range(0, GameManager.Instance.AllItems.Count - 1);
Items.Add(GameManager.Instance.AllItems[r]);
}
DefaultColor = GetComponent<Renderer>().material.color;
}
// Update is called once per frame
void Update()
{
}
void OnMouseOver()
{
if (Vector3.Distance(transform.position, GameManager.Instance.CurrentCharacter.Instance.transform.position) > Distance);
GetComponent<Renderer>().material.color = HoverColour;
}
void OnMouseExit()
{
if (Vector3.Distance(transform.position, GameManager.Instance.CurrentCharacter.Instance.transform.position) < Distance) ;
GetComponent<Renderer>().material.color = DefaultColor;
}
void OnMouseDown()
{
}
void OnMouseUp()
{
}
}
错误在线
if (Vector3.Distance(transform.position, GameManager.Instance.CurrentCharacter.Instance.transform.position) < Distance) ;
这个错误不会出现在脚本编辑器中(Visual Studio 2017)。我认为这是一个基于统一的错误而不是基于脚本的错误。 This is the image of unity with the cube object。
这是GameManager脚本
using UnityEngine;
using System.Collections.Generic;
public class GameManager : MonoBehaviour
{
public List<Character> Characters = new List<Character>();
public List <Item> AllItems = new List<Item> ();
bool ShowCharWheel;
public int SelectedCharacter;
int LastCharacter;
public static GameManager Instance;
public bool CanShowSwitch = true;
public Character CurrentCharacter;
public LootChest SelectedChest;
void Awake()
{
foreach (Character c in Characters)
{
c.Instance = Instantiate(c.PlayerPrefab, c.HomeSpawn.position, c.HomeSpawn.rotation) as GameObject;
c.Instance.GetComponent <PlayerController> ().LocalCharacter = c;
}
ChangeCharacterStart(Characters[PlayerPrefs.GetInt("SelectedChar")]);
}
// Use this for initialization
void Start()
{
}
void ChangeCharacterStart(Character c)
{
LastCharacter = SelectedCharacter;
SelectedCharacter = Characters.IndexOf(c);
CurrentCharacter = c;
Characters [LastCharacter].Instance.GetComponent<PlayerController> ().CanPlay = false;
Characters[SelectedCharacter].Instance.GetComponent<PlayerController>().CanPlay = true;
Camera.main.GetComponent<asd>().target = Characters[SelectedCharacter].Instance.transform;
PlayerPrefs.SetInt("SelectedChar", SelectedCharacter);
}
// Update is called once per frame
void Update()
{
if (CanShowSwitch) {
if (Input.GetKey (KeyCode.C)) {
ShowCharWheel = true;
} else if (Input.GetKey (KeyCode.V)) {
ShowCharWheel = false;
}
}
}
void ChangeCharacter(Character c)
{
c.Instance.GetComponent<AI> ().DoneHome = false;
if (Vector3.Distance (Characters [SelectedCharacter].Instance.transform.position, c.Instance.transform.position) > 10) {
sequencemanager.Instance.StartCoroutine ("DoCharSwitch", c);
CanShowSwitch = false;
LastCharacter = SelectedCharacter;
SelectedCharacter = Characters.IndexOf (c);
CurrentCharacter = c;
Characters [LastCharacter].Instance.GetComponent<PlayerController> ().CanPlay = false;
Characters [SelectedCharacter].Instance.GetComponent<PlayerController> ().CanPlay = true;
PlayerPrefs.SetInt ("SelectedChar", SelectedCharacter);
} else {
LastCharacter = SelectedCharacter;
SelectedCharacter = Characters.IndexOf(c);
CurrentCharacter = c;
Characters [LastCharacter].Instance.GetComponent<PlayerController> ().CanPlay = false;
Characters [SelectedCharacter].Instance.GetComponent<PlayerController> ().CanPlay = true;
PlayerPrefs.SetInt ("SelectedChar", SelectedCharacter);
Camera.main.GetComponent<asd> ().target = Characters [SelectedCharacter].Instance.transform;
}
}
void OnGUI()
{
if (ShowCharWheel)
{
GUILayout.BeginArea(new Rect(Screen.width - 64, Screen.height - 256, 64, 208), GUIContent.none, "box");
foreach (Character c in Characters)
{
if (GUILayout.Button(c.Icon, GUILayout.Width(64), GUILayout.Height(64)))
{
ChangeCharacterStart(c);
}
}
GUILayout.EndArea();
}
}
}
[System.Serializable]
public class Character
{
public string Name;
public Texture2D Icon;
public GameObject PlayerPrefab;
public GameObject Instance;
public Transform HomeSpawn;
}
[System.Serializable]
public class Item
{
public string Name;
public Texture2D Icon;
public ItemInstance InstancePrefab;
}