SceneManager无法识别LoadSceneAsync

时间:2019-03-13 07:25:27

标签: c# unity3d photon

我从早期版本的Unity导入了一个项目,我目前正在使用2018.3

我遇到一个问题,我似乎无法忽略它,评论它给了我另一个错误

  

Assets \ Scripts \ Generals \ LoadController.cs(48,22):错误CS0117:“ SceneManager”不包含“ LoadSceneAsync”的定义

我没有名为“ SceneManager”的已定义类,该类将覆盖统一的SceneManager类

LoadController.cs

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;

 public string nameSceneLoad = "MainGame";
 void NextScene()
{
    CancelInvoke();
    SceneManager.LoadSceneAsync (nameSceneLoad, LoadSceneMode.Single);
}

如果我尝试忽略它,则会显示以下内容

  

资产\ Photon Unity Networking \ Editor \ PhotonNetwork \ PhotonViewHandler.cs(188,13):错误CS0433:类型'EditorSceneManager'存在于'Assembly-CSharp,Version = 0.0.0.0,Culture = neutral,PublicKeyToken = null”和“ UnityEditor,版本= 0.0.0.0,文化=中性,PublicKeyToken =空”

PhotonViewHandler.cs

//TODO: check if this can be internal protected (as source in editor AND as 
dll)
public static void LoadAllScenesToFix()
{
string[] scenes = System.IO.Directory.GetFiles(".", "*.unity", 
SearchOption.AllDirectories);

foreach (string scene in scenes)
{
EditorSceneManager.OpenScene(scene);
PhotonViewHandler.HierarchyChange();//NOTE: most likely on load also 
triggers a hierarchy change
EditorSceneManager.SaveOpenScenes();
}
Debug.Log("Corrected scene views where needed.");
}

Screan 有什么想法吗?

我尝试导航到定义F12导致

#if !UNITY_MIN_5_3  && ! UNITY_2017 
// in Unity 5.3 and up, we have to use a SceneManager. This section re- 
implements it for older Unity versions

#if UNITY_EDITOR
namespace UnityEditor.SceneManagement
{
/// <summary>Minimal implementation of the EditorSceneManager for older 
Unity, up to v5.2.</summary>
public class EditorSceneManager
{
    public static int loadedSceneCount
    {
        get { return 
  string.IsNullOrEmpty(UnityEditor.EditorApplication.currentScene) ? -1 : 1; }
    }

    public static void OpenScene(string name)
    {
        UnityEditor.EditorApplication.OpenScene(name);
    }

    public static void SaveOpenScenes()
    {
        UnityEditor.EditorApplication.SaveScene();
    }

    public static void SaveCurrentModifiedScenesIfUserWantsTo()
    {
        UnityEditor.EditorApplication.SaveCurrentSceneIfUserWantsTo();
    }
}
}
#endif

 namespace UnityEngine.SceneManagement
{
 /// <summary>Minimal implementation of the SceneManager for older Unity, up 
to v5.2.</summary>
 public class SceneManager
  {
    public static void LoadScene(string name)
    {
        Application.LoadLevel(name);
    }

    public static void LoadScene(int buildIndex)
    {
        Application.LoadLevel(buildIndex);
    }
  }
 }

 #endif

0 个答案:

没有答案