2017-05-04 191 views
0

我得到了這個錯誤,我真的不能修復它,我不知道它希望我做什麼。 這裏是代碼,如果你需要更多的代碼告訴我他們是否會幫助你解決它。Unity3d錯​​誤CS0103:名稱`PeerState'在當前上下文中不存在

using System; 
using UnityEngine; 
using Random = UnityEngine.Random; 


public class LobbyMenu : MonoBehaviour 
{ 
    //private string[]FirstName = new string[7]{"Clever", "Cunning", "Wise", "Awesome", "Amazing", "Dark", "Heroic"}; 
    //private string[]LastName = new string[7]{"Rogue", "Wizard", "Mage", "Summoner", "Warrior", "Assassin", "Ranger"}; 
    private string roomName = "myRoom"; 
    private bool MessageRoomNameTaken = false; 
    private float MessageRoomTakenTimeToDisplay = 0; 
    private Vector2 scrollPos = Vector2.zero; 

    private bool connectFailed = false; 

    public static readonly string SceneNameMenu = "LobbyScene"; 

    public static readonly string SceneNameGame = "GameScene"; 

    public void Awake() 
    { 
     // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically 
     PhotonNetwork.automaticallySyncScene = true; 

     // the following line checks if this client was just created (and not yet online). if so, we connect 
     if (PhotonNetwork.connectionStateDetailed == PeerState.PeerCreated) 
     { 
      // Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project) 
      PhotonNetwork.ConnectUsingSettings("1.0"); 
     } 

     // generate a name for this player, if none is assigned yet 
     if (String.IsNullOrEmpty(PhotonNetwork.playerName)) 
     { 
      //PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999); 
      //PhotonNetwork.playerName = FirstName[Random.Range(0, 6)] + " " + LastName[Random.Range(0, 6)]; 
      PhotonNetwork.playerName = MainMenu.username; 
     } 

     // if you wanted more debug out, turn this on: 
     // PhotonNetwork.logLevel = NetworkLogLevel.Full; 
    } 

    public void OnGUI() 
    { 
     if (!PhotonNetwork.connected) 
     { 
      if (PhotonNetwork.connecting) 
      { 
       GUILayout.Label("Connecting to: " + PhotonNetwork.ServerAddress); 
      } 
      else 
      { 
       GUILayout.Label("Not connected. Check console output. Detailed connection state: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.ServerAddress); 
      } 

      if (this.connectFailed) 
      { 
       GUILayout.Label("Connection failed. Check setup and use Setup Wizard to fix configuration."); 
       GUILayout.Label(String.Format("Server: {0}", new object[] {PhotonNetwork.ServerAddress})); 
       GUILayout.Label("AppId: " + PhotonNetwork.PhotonServerSettings.AppID); 

       if (GUILayout.Button("Try Again", GUILayout.Width(100))) 
       { 
        this.connectFailed = false; 
        PhotonNetwork.ConnectUsingSettings("1.0"); 
       } 
      } 

      return; 
     } 




     GUI.skin.box.fontStyle = FontStyle.Bold; 
     GUI.Box(new Rect((Screen.width - 400)/2, (Screen.height - 350)/2, 400, 300), "Join or Create a Room"); 
     GUILayout.BeginArea(new Rect((Screen.width - 400)/2, (Screen.height - 350)/2, 400, 300)); 

     GUILayout.Space(25); 

     // Player name 
     GUILayout.BeginHorizontal(); 
     GUILayout.Label("Player name:", GUILayout.Width(100)); 
     GUILayout.Label(PhotonNetwork.playerName); 
     //PhotonNetwork.playerName = GUILayout.TextField(PhotonNetwork.playerName); 
     GUILayout.Space(105); 
     if (GUI.changed) 
     { 
      // Save name 
      PlayerPrefs.SetString("playerName", PhotonNetwork.playerName); 
     } 
     GUILayout.EndHorizontal(); 

     GUILayout.Space(15); 

     // Join room by title 
     GUILayout.BeginHorizontal(); 
     GUILayout.Label("Roomname:", GUILayout.Width(100)); 
     this.roomName = GUILayout.TextField(this.roomName); 

     if (GUILayout.Button("Create Room", GUILayout.Width(100))) 
     { 

      foreach (RoomInfo roomInfo in PhotonNetwork.GetRoomList()) 
      { 
       if (roomInfo.name == this.roomName) {MessageRoomNameTaken = true; break;} 

      } 
      if (MessageRoomNameTaken==false) PhotonNetwork.CreateRoom(this.roomName, new RoomOptions() { maxPlayers = 2 }, null); 

      Debug.Log("OnJoinedRoom"); 

     } 



     GUILayout.EndHorizontal(); 

     // Create a room (fails if exist!) 
     GUILayout.BeginHorizontal(); 
     GUILayout.FlexibleSpace(); 
     //this.roomName = GUILayout.TextField(this.roomName); 
     if (GUILayout.Button("Join Room", GUILayout.Width(100))) 
     { 
      PhotonNetwork.JoinRoom(this.roomName); 
     } 

     GUILayout.EndHorizontal(); 


     GUILayout.Space(15); 

     // Join random room 
     GUILayout.BeginHorizontal(); 

     GUILayout.Label(PhotonNetwork.countOfPlayers + " users are online in " + PhotonNetwork.countOfRooms + " rooms."); 
     GUILayout.FlexibleSpace(); 
     if (GUILayout.Button("Join Random", GUILayout.Width(100))) 
     { 
      PhotonNetwork.JoinRandomRoom(); 
     } 


     GUILayout.EndHorizontal(); 

     GUILayout.Space(15); 
     if (PhotonNetwork.GetRoomList().Length == 0) 
     { 
      GUILayout.Label("Currently no games are available."); 
      GUILayout.Label("Rooms will be listed here, when they become available."); 
     } 
     else 
     { 
      int roomcount = PhotonNetwork.GetRoomList().Length; 
      if (roomcount==1)GUILayout.Label("1 room is currently available:"); 
      else GUILayout.Label(PhotonNetwork.GetRoomList().Length + " rooms are currently available:"); 
      // Room listing: simply call GetRoomList: no need to fetch/poll whatever! 
      this.scrollPos = GUILayout.BeginScrollView(this.scrollPos); 
      foreach (RoomInfo roomInfo in PhotonNetwork.GetRoomList()) 
      { 
       GUILayout.BeginHorizontal(); 
       GUILayout.Label(roomInfo.name + " " + roomInfo.playerCount + "/" + roomInfo.maxPlayers); 
       if (GUILayout.Button("Join")) 
       { 
        PhotonNetwork.JoinRoom(roomInfo.name); 

       } 

       GUILayout.EndHorizontal(); 
      } 

      GUILayout.EndScrollView(); 
     } 

     GUILayout.EndArea(); 

     if (MessageRoomNameTaken == true) { 

      MessageRoomTakenTimeToDisplay = 5; // we will display the warning for this number of seconds 
      MessageRoomNameTaken = false; 
     } 
     if (MessageRoomTakenTimeToDisplay >0) { GUI.contentColor = Color.red; 
      GUI.Label(new Rect(400,50,300,60), "The room with this name already exists"); 
      MessageRoomTakenTimeToDisplay = MessageRoomTakenTimeToDisplay - Time.deltaTime; 
     } 
    } 

    // We have two options here: we either joined(by title, list or random) or created a room. 
    public void OnJoinedRoom() 
    { 

     Debug.Log("OnJoinedRoom"); 

    } 

    public void OnCreatedRoom() 
    { 
     Debug.Log("OnCreatedRoom"); 
     PhotonNetwork.LoadLevel(SceneNameGame); 
    } 

    public void OnDisconnectedFromPhoton() 
    { 
     Debug.Log("Disconnected from Photon."); 
    } 

    public void OnFailedToConnectToPhoton(object parameters) 
    { 
     this.connectFailed = true; 
     Debug.Log("OnFailedToConnectToPhoton. StatusCode: " + parameters + " ServerAddress: " + PhotonNetwork.networkingPeer.ServerAddress); 
    } 
} 

我用光子網絡很好。所以請只重寫或修復它或至少告訴我該怎麼做我不知道。

// the following line checks if this client was just created (and not yet online). if so, we connect 
    if (PhotonNetwork.connectionStateDetailed == PeerState.PeerCreated) 
    { 
     // Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project) 
     PhotonNetwork.ConnectUsingSettings("1.0"); 
    } 

回答

1

如果您檢查文檔爲PhotonNetwork你會看到靜態屬性返回一個ClientState枚舉值(所以不是PeerState)。

來源:https://doc-api.photonengine.com/en/pun/current/class_photon_network.html

這裏是enum文檔:Enum Documentation

所以,變化:

if (PhotonNetwork.connectionStateDetailed == PeerState.PeerCreated) 

if (PhotonNetwork.connectionStateDetailed == ClientState.PeerCreated) 
+0

它使用是'等狀態。 PeerCre ated'。我相信它會在更新或更新之後重命名。 – Programmer

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