有错误的 return 类型 monogame

Has the wrong return type monogame

我试图制作一个按钮,当我点击它时,它会将游戏状态更改为正在玩,然后调用所有可以玩游戏的东西,但是我无法获得 return 游戏统计数据的方法。

    private GameState Playbutton_Click(object sender, EventArgs e)
    {
        GameState CurrentState = GameState.playing;
        return CurrentState;
    }

我得到的错误是 'Game1.GameState Game1.Playbutton_Click(object, EventArgs)' 有错误的 return 类型

编辑:

在游戏 1 中:

public class Game1 : Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;



    enum GameState
    {
        playing,
        menu,
        over
    }

    GameState CurrentState = GameState.playing;

    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
    }


    GameState CurrentState = GameState.playing;


              Playbutton = new Button(Content.Load<Texture2D>("button"), Content.Load<SpriteFont>("Font"))
        {
            position = new Vector2(690, 500),
            Text = ("Play")
        };
        Quitbutton = new Button(Content.Load<Texture2D>("button"), Content.Load<SpriteFont>("Font"))
        {
            position = new Vector2(690, 800),
            Text = ("Quit")
        };

        Playbutton.Click += Playbutton_Click;
        Quitbutton.Click += Quitbutton_Click;
        components = new List<Component>()
        {
            Playbutton,
            Quitbutton
        };


              private void Quitbutton_Click(object sender, EventArgs e)
    {
        Exit();
    }

    private void Playbutton_Click(object sender, EventArgs e)
    {
        GameState CurrentState = GameState.playing;
    }

按钮class:

   private MouseState _currentMouse;
    private SpriteFont _font;
    private bool _isHovering;
    private MouseState _previousMouse;
    private Texture2D _texture;

    public event EventHandler Click;
    public bool Clicked { get; private set; }
    public Color PenColour { get; set; }
    public Vector2 position { get; set; }
    public Rectangle Rectangle
    {
        get
        {
            return new Rectangle((int)position.X, (int)position.Y, _texture.Width, _texture.Height);
        }
    }
    public string Text { get; set; }
    public Button(Texture2D texture, SpriteFont font)
    {
        _texture = texture;
        _font = font;
        PenColour = Color.Black;
    }
    public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
    {
        var colour = Color.White;
        if (_isHovering)
            colour = Color.Gray;
        spriteBatch.Draw(_texture, Rectangle, colour);
        if (!string.IsNullOrEmpty(Text))
        {
            var x = (Rectangle.X + (Rectangle.Width / 2)) - (_font.MeasureString(Text).X / 2);
            var y = (Rectangle.Y + (Rectangle.Height / 2)) - (_font.MeasureString(Text).Y / 2);
            spriteBatch.DrawString(_font, Text, new Vector2(x, y), PenColour);
        }
    }
    public override void Update(GameTime gameTime)
    {
        _previousMouse = _currentMouse;
        _currentMouse = Mouse.GetState();
        var mouseRectangle = new Rectangle(_currentMouse.X, _currentMouse.Y, 1, 1);
        _isHovering = false;
        if (mouseRectangle.Intersects(Rectangle))
        {
            _isHovering = true;
            if (_currentMouse.LeftButton == ButtonState.Released &&      _previousMouse.LeftButton == ButtonState.Pressed)
              {
                Click?.Invoke(this, new EventArgs());
            }
        }
    }
}

事件处理程序的签名几乎总是:

void SomethingHappened(object sender, EventArgs e)

当您通过您的方法订阅此事件时,您必须遵循其定义的方法签名,这包括使用相同的 return 类型,在本例中为 void.

在这种情况下,您能够 return 的唯一方法是创建一个您可以稍后访问并分配给它的变量,或者(如果您定义了事件处理程序)重新定义方法签名至 return GameState.

编辑:

根据您的链接代码,您的修复思路似乎是正确的。作为惯例,您不应该 return 来自 EventHandler 的任何内容,而是拥有一个成员变量,您可以在触发事件时设置该成员变量并稍后访问它:

GameState CurrentState = GameState.playing;

private void Playbutton_Click(object sender, EventArgs e)
{
    GameState CurrentState = GameState.playing;
}