我最近在使用Unity中的#region,#endregion,#if,#endif等类似的东西时遇到了问题。Unity预处理器指令错误?
我不记得刚开始的Unity版本是什么,但是每当我创建一个新项目时,我根本无法使用区域。
它总是说,有一个解析错误,然后说这样的事情“错误CS1027:预计`#ENDIF”指令”
为了得到这个错误,这是所有我把
#if !UNITY_EDITOR
#endif
,如果我有语句之间的代码,或剥离周围的指令两边都是空的空间没关系..
我有另外一个,旧的项目,我可以使用#regions和#如果陈述在f不知道发生了什么变化或如何解决它..我一直在搜索解决方案,似乎没有人会遇到这个问题?这是一个monodevelop的设置吗?白色空间?无效字符的地方?我真的不知道为什么会发生这种情况,这让我很生气,哈哈。
如果有人有任何建议,我很乐意听到他们!
谢谢你的时间!
编辑: 下面是一个#地区不适用于我的拖放脚本..(奖金,自由拖放脚本!大声笑)也许只是注释掉地区,如果他们给你错误。 。 我不得不。 :(
统一控制台错误:
资产/脚本/ DragAndDrop.cs(12254):错误CS1028:意外处理器指令(没有#地区此#endregion)(这一个指向我的结束摘要标签) 资产/脚本/ DragAndDrop.cs(14,45):错误CS1028:意外的处理器指令(无#地区本#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
}
如果当前VS配置为“释放”,则将其切换为“调试”。 – raven
嘿!谢谢回复。我正在使用Monodevelop,它目前设置为调试!感谢这个想法。 – JoeyMaru
嘿乔!是的,在控制台中,是的,我正在努力获得一个例子。你发布的答案对我来说工作得很好,即使在现在的新项目中也是如此。但奇怪的是,我已经使用了这些指令很多,很多,我喜欢区域组织我的代码。在之前的项目中,他们根本就不工作,但是我做了一个新项目在Unity 5.3.2f1中测试,现在区域似乎工作正常了?我现在抓住几个例子。 – JoeyMaru