Unity Tutorial,IEnumerator ShotEffect(),错误

时间:2017-07-03 20:32:56

标签: c# debugging unity3d ienumerator

[Unity Version 5.6.1f1; Visual Studio 2017]

您好, 我正在使用Raycast进行基本的Unity FPS教程。调用

时出错

私有IEnumerator ShotEffect()

如下,

  

功能“本地功能”在C#4中不可用。请使用语言版本7或更高版本。

我该如何解决这个问题?这是从Unity教程中复制/粘贴的。这种类型的电话有替代方案吗? https://unity3d.com/learn/tutorials/lets-try/shooting-with-raycasts?playlist=41639&_ga=2.32575166.1847645017.1499027918-1229599585.1498623818

 void Update() {
        if (Input.GetButtonDown("Fire1") && Time.time > nextFire)
        {
            // Update the time when our player can fire next
            nextFire = Time.time + fireRate;

            // Start our ShotEffect coroutine to turn our laser line on and off
            StartCoroutine(ShotEffect()); //**Call here**

            // Create a vector at the center of our camera's viewport
            Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f));

            // Declare a raycast hit to store information about what our raycast has hit
            RaycastHit hit;


        }

         private IEnumerator ShotEffect() //**Error here**
        {
            // Play the shooting sound effect
            gunAudio.Play();

            // Turn on our line renderer
            laserLine.enabled = true;

            //Wait for .07 seconds
            yield return shotDuration;

            // Deactivate our line renderer after waiting
            laserLine.enabled = false;
        }

1 个答案:

答案 0 :(得分:3)

您已在ShotEffect函数中定义了Update 。检查你的牙套。

    void Update() {
        if (Input.GetButtonDown("Fire1") && Time.time > nextFire)
        {
            // Update the time when our player can fire next
            nextFire = Time.time + fireRate;

            // Start our ShotEffect coroutine to turn our laser line on and off
            StartCoroutine(ShotEffect()); //**Call here**

            // Create a vector at the center of our camera's viewport
            Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f));

            // Declare a raycast hit to store information about what our raycast has hit
            RaycastHit hit;

        }

    } // Add brace here

    private IEnumerator ShotEffect()
    {
        // Play the shooting sound effect
        gunAudio.Play();

        // Turn on our line renderer
        laserLine.enabled = true;

        //Wait for .07 seconds
        yield return shotDuration;

        // Deactivate our line renderer after waiting
        laserLine.enabled = false;
    }