基本上我的代码是这样的:
global I_like_dem_apples
I_like_dem_apples = 0
global I_dont_like_dem_apples
I_dont_like_dem_apples = 0
def how_do_you_like_them_applez(steve_jobs):
if steve_jobs == "Empire" or steve_jobs == "Gala":
return I_like_dem_apples == I_like_dem_apples + 1
if steve_jobs == "Rome" or steve_jobs == "York":
return I_dont_like_dem_apples == I_dont_like_dem_apples + 1
else:
return I_dont_like_dem_apples == I_dont_like_dem_apples + 1
def good_day (the_good_stuff):
for apple in the_good_stuff:
how_do_you_like_them_applez(apple)
if I_dont_like_dem_apples > I_like_dem_apples or I_dont_like_dem_apples == I_like_dem_apples:
return "false"
if I_like_dem_apples > I_dont_like_dem_apples:
return "true"
good_day(["Gala", "York", "Rome"])
print I_like_dem_apples
print I_dont_like_dem_apples
当我运行它时,我没有收到任何错误消息,而是得到了这个:
0
0
[Finished in 0.0s]
我希望得到的是:
1
2
我尝试过添加1位代码来改变代码,
def how_do_you_like_them_applez(steve_jobs):
if steve_jobs == "Empire" or steve_jobs == "Gala":
return I_like_dem_apples =+ 1
if steve_jobs == "Rome" or steve_jobs == "York":
return I_dont_like_dem_apples =+ 1
else:
return I_dont_like_dem_apples =+ 1
和这个
def how_do_you_like_them_applez(steve_jobs):
if steve_jobs == "Empire" or steve_jobs == "Gala":
return I_like_dem_apples = I_like_dem_apples + 1
if steve_jobs == "Rome" or steve_jobs == "York":
return I_dont_like_dem_apples = I_dont_like_dem_apples + 1
else:
return I_dont_like_dem_apples = I_dont_like_dem_apples + 1
但是我收到了无效的语法错误消息。我很确定唯一可能出错的是全局变量,但我不会因为这就是我认为全局变量的工作方式。
答案 0 :(得分:3)
Shader "HoloToolkit/Vertex Lit Configurable"
{
Properties
{
[Header(Main Color)]
[Toggle] _UseColor("Enabled?", Float) = 0
_Color("Main Color", Color) = (1,1,1,1)
[Space(20)]
[Header(Base(RGB))]
[Toggle] _UseMainTex("Enabled?", Float) = 1
_MainTex("Base (RGB)", 2D) = "white" {}
[Space(20)]
// Uses UV scale, etc from main texture
[Header(Emission(RGB))]
[Toggle] _UseEmissionTex("Enabled?", Float) = 0
[NoScaleOffset] _EmissionTex("Emission (RGB)", 2D) = "white" {}
[Space(20)]
[Header(Blend State)]
[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend("SrcBlend", Float) = 1 //"One"
[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend("DestBlend", Float) = 0 //"Zero"
[Space(20)]
[Header(Other)]
[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 2 //"Back"
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 4 //"LessEqual"
[Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 1.0 //"On"
[Enum(UnityEngine.Rendering.ColorWriteMask)] _ColorWriteMask("ColorWriteMask", Float) = 15 //"All"
}
SubShader
{
Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
LOD 100
Blend[_SrcBlend][_DstBlend]
ZTest[_ZTest]
ZWrite[_ZWrite]
Cull[_Cull]
ColorMask[_ColorWriteMask]
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
// We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
#pragma target 5.0
#pragma only_renderers d3d11
#pragma shader_feature _USECOLOR_ON
#pragma shader_feature _USEMAINTEX_ON
#pragma shader_feature _USEEMISSIONTEX_ON
#pragma multi_compile __ _NEAR_PLANE_FADE_ON
#include "HoloToolkitCommon.cginc"
#include "VertexLitConfigurable.cginc"
ENDCG
}
}
}
件事,你使用不当。global
添加到所有相关功能。global I_like_dem_apples,I_dont_like_dem_apples
和所有类似语句替换为return I_like_dem_apples == I_like_dem_apples + 1
。I_like_dem_apples += 1
是一个可怕的名字。I_like_dem_apples
和"false"
,请返回"true"
和False
。答案 1 :(得分:0)
通过“return(I_like_dem_apples + 1)”和“return(I_dont_like_dem_apples + 1)”替换前两个函数中的返回值。将“true”和“false”替换为“True”和“False”。你不需要全局变量。