Unity 预处理器指令错误?

Unity Preprocessor Directive Error?

我最近在 Unity 中使用#region、#endregion、#if、#endif 等东西时遇到问题。

我不记得这是从哪个版本的 Unity 开始的,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,然后说这样的话“error CS1027: Expected `#endif' directive

为了得到那个错误,这就是我输入的全部内容

#if !UNITY_EDITOR
#endif

无论我是在语句之​​间包含代码,还是去掉指令两边的所有空 space..

我有另一个较旧的项目,我可以很好地使用#regions 和#if 语句,但不确定发生了什么变化或如何修复它。我一直在谷歌搜索解决方案,看起来没有其他人有这个问题吗?是monodelop里的设置吗?白space?某个地方的字符无效?我真的不知道为什么会这样,这让我很生气,哈哈。

如果有人有任何建议,我很乐意听取他们的意见!

感谢您的宝贵时间!

编辑: 这是#regions 在拖放脚本中对我不起作用的示例。(奖金,免费拖放脚本!大声笑)如果它们给你错误,也许只是注释掉这些区域......我不得不这样做。 :(

Unity 控制台错误:

Assets/Scripts/DragAndDrop.cs(12,254):错误 CS1028:意外的处理器指令(此 #endregion 没有 #region)(这将我指向摘要标记的末尾?) Assets/Scripts/DragAndDrop.cs(14,45):错误 CS1028:意外的处理器指令(此 #endregion 没有 #region) ...等等

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
}

因此,关于您给出的示例。

我把它粘贴到一个普通Unity5项目中的文件HybFacebookExtensions.cs。它运行完美 - 没有错误。

您的 Unity 安装可能有问题。

不幸的是,没有人能够猜出那里出了什么问题。您手头有第二台机器可以测试吗?


#if !UNITY_EDITOR
Debug.Log("YO");
#endif

是一个正确的例子。

您可能不小心从 Debug 更改为 Release。

注意。你可能会很困惑地得到这些错误,

如果您的代码只有简单的语法错误。

这很烦人。以下示例可能会导致此类异常错误:

public Class Teste()
{
.. you meant to put it in here ..
}
#if UNITY_EDITOR
#endif