今天我遇到了GameMakers切换语句正在执行的主要问题。当执行HTTP ASYNC EVENT时,show_message(answer);被执行,但它下面的switch语句没有。我认为这是一个编译器错误,因为它似乎是“答案变量”的string_length是1,并且使用string_digits来确保它逃避所有可能出现的空格或不必要的字符,这些字符可能在检索http回调时出现。可变答案的 唯一可能返回的值是:0,1,2,3,4,GameMaker:Studio切换语句不会在http异步事件中执行
因此,这里是HTTP ASYNC事件的代码:
if(ds_map_find_value(async_load, "id") == request_auth) {
if(ds_map_find_value(async_load, "status") == 0) {
callback = ds_map_find_value(async_load, "result");
var answer = string_digits(callback);
show_message(answer);
switch(answer) {
case USERNAME_EXISTS:
show_message("username already exists");
break;
case ACCOUNT_CREATED:
show_message("Your account has been successfully created!");
break;
case LOGGED_IN:
buffer_seek(global.buffer, buffer_seek_start, 0);
buffer_write(global.buffer, buffer_u8, 0);
buffer_write(global.buffer, buffer_string, "username");
Send();
break;
case INCORRECT_PASSWORD:
show_message("your password is incorrect");
break;
case INCORRECT_USERNAME:
show_message("your username is invalid");
break;
}
}
else {
callback = noone;
}
}
预先感谢所有解答!干杯!
宏中的哪些值?它是数字('0','1','2'等)还是字符串('“0”,“1”,“”2“等)? – Dmi7ry