人们在我这个网站上问过这个问题,但没有一个问题真的是同一个问题。我确定我在检查代码时可能会遗漏一些但是我无法想象它是什么。现在Unity正在困扰我,据说我不会把公共修饰符放在正确的位置,即使它正是应该的位置,从我所看到的。
让我快点告诉你......
Unity返回给我的错误:
Assets\saveFiles.cs(15,1): error CS1585: Member modifier 'public' must precede the member type and name
我的代码(我在这里发布这个长篇大论有点疯狂,只是忽略那些我显然懒得删除的评论。这就是我进一步开发的时候。)< / p>
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using System.IO;
using System.Windows.Forms;
using System.Runtime.InteropServices;
using System.Drawing;
using System.Security.Permissions; // Allows permission requests from within script. VERY IMPORTANT.
using System.Security.AccessControl; // Also as important for the same reason.
[ComVisibleAttribute(true)]
public sealed class FileIOPermission{}(AllAccess View, string MyDocuments) // Grants access to the User's Documents folder.
public class saveFiles : MonoBehaviour {
[DllImport("System.Windows.Forms.dll")]
private static extern void SystemWindows();
[DllImport("System.Drawing.dll")]
private static extern void SystemDrawing();
public string MyDocuments = System.Environment.GetFolderPath( (System.Environment.SpecialFolder.MyDocuments) );
// Reserve these variables for save file memory.
public string UserData;
public string UserConfig;
public bool IsUserAvailable;
void Start () {
// On game execution, check for the game's configuration files. Load if they exist, save blank ones if they don't.
// (Don't save in the Steam client's user data directory until you are aware of a way to find which user is logged into Steam.)
// Check for saved progress and load it into memory if available. If not, it creates one and prepares it for editing.
if(System.IO.File.Exists(System.Environment.GetFolderPath( (System.Environment.SpecialFolder.MyDocuments) ) + "/SaveData/tanky bois/" + "user.sav") == true) {
UserData = System.IO.File.ReadAllText(System.Environment.GetFolderPath( (System.Environment.SpecialFolder.MyDocuments) ) + "/SaveData/tanky bois/" + "user.sav");
} else {
System.IO.File.Create(System.Environment.GetFolderPath( (System.Environment.SpecialFolder.MyDocuments) ) + "/SaveData/tanky bois/" + "user.sav");
UserData = "statsA{\"xp\" : 0, \"money\" : 2000, \"MatchInProgress\" : false} Inventory{\"Default\":1;} loadout{1 null null null null}";
System.IO.File.WriteAllText(System.Environment.GetFolderPath( (System.Environment.SpecialFolder.MyDocuments) ) + "/SaveData/tanky bois/" + "user.sav", UserData);
// Rules for UserData string:
// Inventory is stored as: "[ItemTag string]:[QuantityOfItem integer];"
//
// Optionally, you can add extra info about the item from within a parentheses, placed after [ItemTag]. Useful for upgrades and equipment, leveling up, etc.
// (e.g. "Default( [JSON METADATA] ):1;")
//
// Anything in quotes is a string, otherwise it is an integer or a boolean value depending on the returned value.
// (e.g. 24 as an integer, true/false/null as a boolean)
//
// Loadout section is stored as 5 different inventory slot numbers, seperated by spaces.
// Each number represents which item listing, counting from the start to the end of the Inventory string.
// (e.g. "Inventory{weaponA:1;weaponB:1;weaponC:1;weaponD:1;} loadout{1 3 4 null null}"
// will return WeaponA in slot 1, weaponC in slot 2, weaponD in slot 3, and slots 4 and 5 empty)
//
// Majority of user save data will use JSON format or one of a similar syntax.
// (This applies to pretty much 100% of the settings file.)
}
// Check for user settings and load it into memory if available. If not, it creates one and prepares it for editing.
if(System.IO.File.Exists(System.Environment.GetFolderPath( (System.Environment.SpecialFolder.MyDocuments) ) + "/SaveData/tanky bois/" + "cfg") == true){
UserConfig = System.IO.File.ReadAllText(System.Environment.GetFolderPath( (System.Environment.SpecialFolder.MyDocuments) ) + "/SaveData/tanky bois/" + "cfg");
} else {
System.IO.File.Create(System.Environment.GetFolderPath( (System.Environment.SpecialFolder.MyDocuments) ) + "/SaveData/tanky bois/" + "cfg");
};
}
public void saveUsr() {
// Code for Windows Standalone:
System.IO.File.WriteAllText(System.Environment.GetFolderPath( (System.Environment.SpecialFolder.MyDocuments) ) + "/SaveData/tanky bois/" + "user.sav", UserData);
System.IO.File.WriteAllText(System.Environment.GetFolderPath( (System.Environment.SpecialFolder.MyDocuments) ) + "/SaveData/tanky bois/" + "cfg", UserConfig);
}
}
所以在这种情况下,为什么Unity开始疯狂地要求我添加一个“public”修饰符,哪里有一个?
如果我错过了什么,请告诉我。
谢谢。
答案 0 :(得分:0)
让我们重新格式化您的代码以便于阅读:
[
"Paragraphs are separated by a blank line.\n2nd paragraph. *Italic*, **bold**, and `monospace`.\n\nItemized lists look like:",
"{% for (item in items) %}\n* {{ item }}",
"{% endfor %}\n"
]
你现在能看到问题吗?
....
[ComVisibleAttribute(true)]
public sealed class FileIOPermission
{
}
(AllAccess View, string MyDocuments) // Grants access to the User's Documents folder.
public class saveFiles : MonoBehaviour {
....
不在任何类中,因此编译器试图弄清楚这意味着什么,并且它认为您正在尝试声明类或接口或枚举,并且它是最好的猜测你错过了修饰语。
它让我觉得你已经错误地从其他地方复制并粘贴了这一行。你应该删除它。