错误CS0579:复制' AssemblyTitle'属性

时间:2017-07-19 01:18:26

标签: c# visual-studio networking

所以我正在制作一个Playfab AIP看这个我这样做我按照所说的做了一切 https://api.playfab.com/docs/getting-started/csharp-getting-started 但现在我在构建上遇到错误

  

1> ------ Build build:Project:ConsoleApp2,配置:调试任何CPU ------   1> D:\ DataBAse \ ConsoleApp2 \ ConsoleApp2 \ Properties \ AssemblyInfo.cs(8,12,8,25):错误CS0579:复制' AssemblyTitle'属性   1> D:\ DataBAse \ ConsoleApp2 \ ConsoleApp2 \ Properties \ AssemblyInfo.cs(9,12,9,31):错误CS0579:复制' AssemblyDescription'属性   1> D:\ DataBAse \ ConsoleApp2 \ ConsoleApp2 \ Properties \ AssemblyInfo.cs(11,12,11,27):错误CS0579:复制' AssemblyCompany'属性   1> D:\ DataBAse \ ConsoleApp2 \ ConsoleApp2 \ Properties \ AssemblyInfo.cs(12,12,12,27):错误CS0579:复制' AssemblyProduct'属性   1> D:\ DataBAse \ ConsoleApp2 \ ConsoleApp2 \ Properties \ AssemblyInfo.cs(13,12,13,29):错误CS0579:复制' AssemblyCopyright'属性   1> D:\ DataBAse \ ConsoleApp2 \ ConsoleApp2 \ Properties \ AssemblyInfo.cs(14,12,14,29):错误CS0579:复制' AssemblyTrademark'属性   1> D:\ DataBAse \ ConsoleApp2 \ ConsoleApp2 \ Properties \ AssemblyInfo.cs(35,12,35,27):错误CS0579:复制' AssemblyVersion'属性   1> D:\ DataBAse \ ConsoleApp2 \ ConsoleApp2 \ Properties \ AssemblyInfo.cs(36,12,36,31):错误CS0579:复制' AssemblyFileVersion'属性   ==========构建:0成功,1个失败,0个最新,0个跳过==========

这是我的代码:

using System;
using System.Threading;
using System.Threading.Tasks;
using PlayFab;
using PlayFab.ClientModels;

public static class Program
{
    private static bool _running = true;
    static void Main(string[] args)
    {
        PlayFabSettings.TitleId = "144"; // Please change this value to your own titleId from PlayFab Game Manager

        var request = new LoginWithCustomIDRequest { CustomId = "GettingStartedGuide", CreateAccount = true };
        var loginTask = PlayFabClientAPI.LoginWithCustomIDAsync(request);
        // If you want a synchronous ressult, you can call loginTask.Wait() - Note, this will halt the program until the function returns

        while (_running)
        {
            if (loginTask.IsCompleted) // You would probably want a more sophisticated way of tracking pending async API calls in a real game
            {
                OnLoginComplete(loginTask);
            }

            // Presumably this would be your main game loop, doing other things
            Thread.Sleep(1);
        }

        Console.WriteLine("Done! Press any key to close");
        Console.ReadKey(); // This halts the program and waits for the user
    }

    private static void OnLoginComplete(Task<PlayFabResult<LoginResult>> taskResult)
    {
        var apiError = taskResult.Result.Error;
        var apiResult = taskResult.Result.Result;

        if (apiError != null)
        {
            Console.ForegroundColor = ConsoleColor.Red; // Make the error more visible
            Console.WriteLine("Something went wrong with your first API call.  :(");
            Console.WriteLine("Here's some debug information:");
            Console.WriteLine(PlayFabUtil.GetErrorReport(apiError));
            Console.ForegroundColor = ConsoleColor.Gray; // Reset to normal
        }
        else if (apiResult != null)
        {
            Console.WriteLine("Congratulations, you made your first successful API call!");
        }

        _running = false; // Because this is just an example, successful login triggers the end of the program
    }
}`

0 个答案:

没有答案