C# Unity 2D 代码中的花括号预期错误 [英] Curly Brace Expected Error in C# Unity 2D Code

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本文介绍了C# Unity 2D 代码中的花括号预期错误的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

为了统一,我尝试了以下 C# 代码,并且在我标记的花括号上得到了 } 预期的 [Assembly-CSharp]csharp(CS1513) 错误,然后最后一个花括号我有一个 Type 或命名空间定义,或者文件结尾预期的 [Assembly-CSharp]csharp(CS1022) 错误,当我删除它时会留下,但它应该结束 Monobehavior 主体.

I've tried the following C# code for unity, and I've gotten a } expected [Assembly-CSharp]csharp(CS1513) error on the curly brace I've marked, and on the last curly brace I've got a Type or namespace definition, or end-of-file expected [Assembly-CSharp]csharp(CS1022) error on it, that leaves when I delete it, but it should end the Monobehavior body.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NewBehaviourScript : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {

    }
    

    // Update is called once per frame
    void Update()
    { // error here
    public static float ScrollWheel { get { return Input.mouseScrollDelta.y / 10; } }
    
    }

} // and also here

推荐答案

在方法中创建属性导致了这个问题.如果您的目标是在每一帧中获取鼠标滚动数据(这是另一个优化问题),您可以这样做:

Creating a property inside a method caused this problem. If your goal was to get the mouse scroll data in every frame (which is an optimization issue for another time), you may do it like so:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NewBehaviourScript : MonoBehaviour
{
    // Start is called before the first frame update

    void Start()
    {

    }
    

    // Update is called once per frame
    void Update()
    { 
       //call the method here
       ScrollWheel();
    
    }

     public static float ScrollWheel ();
     {  
        return Input.mouseScrollDelta.y / 10; 
     }
} 

我创建了一个方法而不是像上面那样的属性,但这应该类似.

I created a method instead of a property like above, but this should work similarly.

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