我最近在使用Unity中的#region,#endregion,#if,#endif等類似的東西時遇到了問題。Unity預處理器指令錯誤?
我不記得剛開始的Unity版本是什麼,但是每當我創建一個新項目時,我根本無法使用區域。
它總是說,有一個解析錯誤,然後說這樣的事情「錯誤CS1027:預計`#ENDIF」指令」
爲了得到這個錯誤,這是所有我把
#if !UNITY_EDITOR
#endif
,如果我有語句之間的代碼,或剝離周圍的指令兩邊都是空的空間沒關係..
我有另外一個,舊的項目,我可以使用#regions和#如果陳述在f不知道發生了什麼變化或如何解決它..我一直在搜索解決方案,似乎沒有人會遇到這個問題?這是一個monodevelop的設置嗎?白色空間?無效字符的地方?我真的不知道爲什麼會發生這種情況,這讓我很生氣,哈哈。
如果有人有任何建議,我很樂意聽到他們!
謝謝你的時間!
編輯: 下面是一個#地區不適用於我的拖放腳本..(獎金,自由拖放腳本!大聲笑)也許只是註釋掉地區,如果他們給你錯誤。 。 我不得不。 :(
統一控制檯錯誤:
資產/腳本/ DragAndDrop.cs(12254):錯誤CS1028:意外處理器指令(沒有#地區此#endregion)(這一個指向我的結束摘要標籤) 資產/腳本/ DragAndDrop.cs(14,45):錯誤CS1028:意外的處理器指令(無#地區本#endregion) ...等
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// DragAndDrop.
/// This class will be responsible for listening to drag
/// events on the gameobject.
/// It will handle what happens during each drag state.
/// </summary>
public class DragAndDrop : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerDownHandler, IPointerUpHandler{
public RectTransform canvas; // the uGui canvas in your scene
#region DRAG BOOLEANS
public bool canDrag = true; // can this object be dragged?
public bool wasDragged = false; // was this object recently dragged?
public bool isDragging = false; // is object currently being dragged
public bool dragOnSurfaces = true;
#endregion
#region SWIPE
public float comfortZoneVerticalSwipe = 50; // the vertical swipe will have to be inside a 50 pixels horizontal boundary
public float comfortZoneHorizontalSwipe = 50; // the horizontal swipe will have to be inside a 50 pixels vertical boundary
public float minSwipeDistance = 14; // the swipe distance will have to be longer than this for it to be considered a swipe
public float startTime; // when the touch started
public Vector2 startPos; // where the touch started
public float maxSwipeTime; // if the touch lasts longer than this, we consider it not a swipe
#endregion
#region PRIVATE
private GameObject draggingObject;
private RectTransform draggingTransform;
#endregion
#region UNITY CALLBACKS
void Awake(){
canvas = GameObject.Find("Canvas").GetComponent<RectTransform>();
}
#endregion
#region TOUCH EVENTS
public void OnPointerDown(PointerEventData eventData){
if(canDrag){
wasDragged = false;
// make sure object is parent to the canvas or it will disappear when picked up
// I had to do this in word addiction because the letters were parented to tiles
gameObject.transform.SetParent(canvas);
// scale up when touched
gameObject.transform.localScale = new Vector3(2, 2, 2);
}
}
public void OnPointerUp(PointerEventData eventData){
if(canDrag){
// scale back down
gameObject.transform.localScale = new Vector3(1, 1, 1);
}
}
#endregion
#region DRAG EVENTS
public void OnBeginDrag(PointerEventData eventData){
if(canDrag){
// start listening for swipe
startPos = eventData.position;
startTime = Time.time;
// set drag variables
isDragging = true;
wasDragged = true;
// run pick up logic
PickUp(eventData);
}
}
public void OnDrag(PointerEventData eventData){
if(canDrag){
if(draggingObject != null){
Move(eventData);
}
}
}
public void OnEndDrag(PointerEventData eventData){
if(canDrag){
// swipe detection
bool shouldFlick = false;
float swipeTime = Time.time - startTime;
float swipeDist = (eventData.position - startPos).magnitude;
if (swipeTime < maxSwipeTime &&
swipeDist > minSwipeDistance){
shouldFlick = true;
}
// handle swipe/dropping
if (shouldFlick){
Debug.Log("FLICK");
}else{
isDragging = false;
Place();
}
}
}
#endregion
#region EVENT FUNCTIONS
void PickUp(PointerEventData eventData){
draggingObject = gameObject;
Move(eventData);
}
void Move(PointerEventData eventData){
if(dragOnSurfaces && eventData.pointerEnter != null && eventData.pointerEnter.transform as RectTransform != null){
draggingTransform = eventData.pointerEnter.transform as RectTransform;
}
var rt = draggingObject.GetComponent<RectTransform>();
Vector3 globalMousePos;
if(RectTransformUtility.ScreenPointToWorldPointInRectangle(draggingTransform, eventData.position, eventData.pressEventCamera, out globalMousePos)){
rt.position = globalMousePos;
rt.rotation = draggingTransform.rotation;
}
}
void Place(){
Vector2 pos = new Vector2(transform.position.x, transform.position.y);
Collider2D[] cols = Physics2D.OverlapCircleAll(pos, 10);
float closestDistance = 0;
GameObject closest = null;
foreach(Collider2D col in cols){
if(col.tag == "SomeTagToCheckFor"){
Vector2 otherPos = new Vector2(col.transform.position.x, col.transform.position.y);
if(closest == null){
closest = col.gameObject;
closestDistance = Vector2.Distance(pos, otherPos);
} else{
// here we will check to see if any other objects
// are closer than the current closest object
float distance = Vector2.Distance(pos, otherPos);
if(distance < closestDistance){
// this object is closer
closest = col.gameObject;
closestDistance = distance;
}
}
}
}
// snap to the closest object
if(closest != null){
// if something was detected to snap too?
} else{
// return object back?
}
}
#endregion
}
如果當前VS配置爲「釋放」,則將其切換爲「調試」。 – raven
嘿!謝謝回覆。我正在使用Monodevelop,它目前設置爲調試!感謝這個想法。 – JoeyMaru
嘿喬!是的,在控制檯中,是的,我正在努力獲得一個例子。你發佈的答案對我來說工作得很好,即使在現在的新項目中也是如此。但奇怪的是,我已經使用了這些指令很多,很多,我喜歡區域組織我的代碼。在之前的項目中,他們根本就不工作,但是我做了一個新項目在Unity 5.3.2f1中測試,現在區域似乎工作正常了?我現在抓住幾個例子。 – JoeyMaru