【问题标题】:Cannot Implicitly Convert "void" to "object". How do I fix this?无法将“void”隐式转换为“object”。我该如何解决?
【发布时间】:2020-10-14 04:20:33
【问题描述】:

所以我一直在使用 C# 在 Unity 中开发我的第一个游戏,我的代码有错误,但 Visual Studio 说代码看起来不错。我有什么需要改变的吗? (如果代码看起来很奇怪,我按照教程进行操作)

using UnityEngine;
using UnityEngine.Events;

public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f;                          // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;          // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;  // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false;                         // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround;                          // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck;                           // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck;                          // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider;                // A collider that will be disabled when crouching

const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded;            // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true;  // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;

[Header("Events")]
[Space]

public UnityEvent OnLandEvent;

[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }

public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;

private void Awake()
{
    m_Rigidbody2D = GetComponent<Rigidbody2D>();

    if (OnLandEvent == null)
        OnLandEvent = new UnityEvent();

    if (OnCrouchEvent == null)
        OnCrouchEvent = new BoolEvent();
}

private void FixedUpdate()
{
    bool wasGrounded = m_Grounded;
    m_Grounded = false;

    // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
    // This can be done using layers instead but Sample Assets will not overwrite your project settings.
    Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
    for (int i = 0; i < colliders.Length; i++)
    {
        if (colliders[i].gameObject != gameObject)
        {
            m_Grounded = true;
            if (!wasGrounded)
                OnLandEvent.Invoke();
        }
    }
}


public void Move(float move, bool crouch, bool jump)
{
    // If crouching, check to see if the character can stand up
    if (!crouch)
    {
        // If the character has a ceiling preventing them from standing up, keep them crouching
        if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
        {
            crouch = true;
        }
    }

    //only control the player if grounded or airControl is turned on
    if (m_Grounded || m_AirControl)
    {

        // If crouching
        if (crouch)
        {
            if (!m_wasCrouching)
            {
                m_wasCrouching = true;
                OnCrouchEvent.Invoke(true);
            }

            // Reduce the speed by the crouchSpeed multiplier
            move *= m_CrouchSpeed;

            // Disable one of the colliders when crouching
            if (m_CrouchDisableCollider != null)
                m_CrouchDisableCollider.enabled = false;
        } else
        {
            // Enable the collider when not crouching
            if (m_CrouchDisableCollider != null)
                m_CrouchDisableCollider.enabled = true;

            if (m_wasCrouching)
            {
                m_wasCrouching = false;
                OnCrouchEvent.Invoke(false);
            }
        }

        // Move the character by finding the target velocity
        Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
        // And then smoothing it out and applying it to the character
        m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

        // If the input is moving the player right and the player is facing left...
        if (move > 0 && !m_FacingRight)
        {
            // ... flip the player.
            Flip();
        }
        // Otherwise if the input is moving the player left and the player is facing right...
        else if (move < 0 && m_FacingRight)
        {
            // ... flip the player.
            Flip();
        }
    }
    // If the player should jump...
    if (m_Grounded && jump)
    {
        // Add a vertical force to the player.
        m_Grounded = false;
        m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
    }
}


private void Flip()
{
    // Switch the way the player is labelled as facing.
    m_FacingRight = !m_FacingRight;

    // Multiply the player's x local scale by -1.
    Vector3 theScale = transform.localScale;
    theScale.x *= -1;
    transform.localScale = theScale;
}

}强文本

【问题讨论】:

  • 如果VS不报错,错误出现在哪里?

标签: c# unity3d controller new-operator


【解决方案1】:

您是否在另一个脚本中使用 Move 方法?

如果您在其他地方使用它并尝试使用其结果分配给某物,则会导致该错误。

编辑:也可能是对 OverlapCircle() 的调用。它返回一个 Collider2D,但您通过将其置于 if 检查中来将其视为布尔值。 尝试像这样使用它:

if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround) != null)

【讨论】:

  • 我会尽可能地尝试一下。该教程没有完全解释所有内容,因此可以修复它。另外,除了角色控制器,我没有其他脚本。
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