如何在if语句中使用布尔变量更改文本(C#)
所以我试图在unity中创建一个简单的文本冒险,我已经编写了一个脚本,根据按键的不同来改变文本的状态。为了尝试增加一点复杂性,我尝试添加一个系统,其中在一种状态下,显示一个项目已被拾取,并且该项目的变量已设置为true,这在脚本顶部说明。然后,当用户下一步进入不同的状态时,将检查变量是否为真,如果变量为真,则将显示不同的文本,如果变量为真,则显示不同的文本。我的问题是,每次我用IF语句进入状态时,不管发生什么,变量都会自动设置为false。如果您能给我一个答案,我将不胜感激:) 引擎:如何在if语句中使用布尔变量更改文本(C#),c#,unity3d,boolean,C#,Unity3d,Boolean,所以我试图在unity中创建一个简单的文本冒险,我已经编写了一个脚本,根据按键的不同来改变文本的状态。为了尝试增加一点复杂性,我尝试添加一个系统,其中在一种状态下,显示一个项目已被拾取,并且该项目的变量已设置为true,这在脚本顶部说明。然后,当用户下一步进入不同的状态时,将检查变量是否为真,如果变量为真,则将显示不同的文本,如果变量为真,则显示不同的文本。我的问题是,每次我用IF语句进入状态时,不管发生什么,变量都会自动设置为false。如果您能给我一个答案,我将不胜感激:) 引擎: usin
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class TextController : MonoBehaviour {
public Text text;
private enum states {cell, floor, CellDoor, mirror, bed, rock, shard};
private states myState;
bool rock;
bool shard;
// Use this for initialization
void Start () {
rock = false;
shard = false;
myState = states.cell;
}
// Update is called once per frame
void Update () {
print (myState);
if (myState == states.cell){
state_cell ();
}else if (myState == states.floor){
state_floor ();
}else if (myState == states.CellDoor){
state_CellDoor ();
}else if (myState == states.mirror){
state_mirror ();
}else if (myState == states.bed){
state_bed ();
}else if (myState == states.rock){
state_rock ();
}else if (myState == states.shard){
state_shard ();
}
}
void state_rock (){
rock = true;
text.text = "You conjure what strength you have and eagerly pry at a slightly loose looking part of the concrete " +
"with your blistered hands. Finally a piece breaks free, you drop it into one of your pockets.\n\n" +
"You have obtained a rock! \n\n" +
"Press R to return to the cell.";
if (Input.GetKeyDown(KeyCode.R)){
myState = states.cell;
}
print(rock);
void state_mirror (){
print (rock);
if (rock = true);{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You remember the hefty chunk of concrete in your pocket. \n\n" +
"Press T if you would like to throw the rock at the mirror or R if you would like to return to the cell";
}
if (rock = false);{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You are unable to think of any way of shattering the mirror " +
"as it is rigidly screwed into the wall, perhaps a blunt object would do the trick?. \n\n" +
"Press R to return to the cell.";
}
if (Input.GetKeyDown(KeyCode.R)){
myState = states.cell;
}
if (Input.GetKeyDown(KeyCode.T)){
myState = states.shard;
}
}
变量更改:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class TextController : MonoBehaviour {
public Text text;
private enum states {cell, floor, CellDoor, mirror, bed, rock, shard};
private states myState;
bool rock;
bool shard;
// Use this for initialization
void Start () {
rock = false;
shard = false;
myState = states.cell;
}
// Update is called once per frame
void Update () {
print (myState);
if (myState == states.cell){
state_cell ();
}else if (myState == states.floor){
state_floor ();
}else if (myState == states.CellDoor){
state_CellDoor ();
}else if (myState == states.mirror){
state_mirror ();
}else if (myState == states.bed){
state_bed ();
}else if (myState == states.rock){
state_rock ();
}else if (myState == states.shard){
state_shard ();
}
}
void state_rock (){
rock = true;
text.text = "You conjure what strength you have and eagerly pry at a slightly loose looking part of the concrete " +
"with your blistered hands. Finally a piece breaks free, you drop it into one of your pockets.\n\n" +
"You have obtained a rock! \n\n" +
"Press R to return to the cell.";
if (Input.GetKeyDown(KeyCode.R)){
myState = states.cell;
}
print(rock);
void state_mirror (){
print (rock);
if (rock = true);{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You remember the hefty chunk of concrete in your pocket. \n\n" +
"Press T if you would like to throw the rock at the mirror or R if you would like to return to the cell";
}
if (rock = false);{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You are unable to think of any way of shattering the mirror " +
"as it is rigidly screwed into the wall, perhaps a blunt object would do the trick?. \n\n" +
"Press R to return to the cell.";
}
if (Input.GetKeyDown(KeyCode.R)){
myState = states.cell;
}
if (Input.GetKeyDown(KeyCode.T)){
myState = states.shard;
}
}
不起作用的语句:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class TextController : MonoBehaviour {
public Text text;
private enum states {cell, floor, CellDoor, mirror, bed, rock, shard};
private states myState;
bool rock;
bool shard;
// Use this for initialization
void Start () {
rock = false;
shard = false;
myState = states.cell;
}
// Update is called once per frame
void Update () {
print (myState);
if (myState == states.cell){
state_cell ();
}else if (myState == states.floor){
state_floor ();
}else if (myState == states.CellDoor){
state_CellDoor ();
}else if (myState == states.mirror){
state_mirror ();
}else if (myState == states.bed){
state_bed ();
}else if (myState == states.rock){
state_rock ();
}else if (myState == states.shard){
state_shard ();
}
}
void state_rock (){
rock = true;
text.text = "You conjure what strength you have and eagerly pry at a slightly loose looking part of the concrete " +
"with your blistered hands. Finally a piece breaks free, you drop it into one of your pockets.\n\n" +
"You have obtained a rock! \n\n" +
"Press R to return to the cell.";
if (Input.GetKeyDown(KeyCode.R)){
myState = states.cell;
}
print(rock);
void state_mirror (){
print (rock);
if (rock = true);{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You remember the hefty chunk of concrete in your pocket. \n\n" +
"Press T if you would like to throw the rock at the mirror or R if you would like to return to the cell";
}
if (rock = false);{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You are unable to think of any way of shattering the mirror " +
"as it is rigidly screwed into the wall, perhaps a blunt object would do the trick?. \n\n" +
"Press R to return to the cell.";
}
if (Input.GetKeyDown(KeyCode.R)){
myState = states.cell;
}
if (Input.GetKeyDown(KeyCode.T)){
myState = states.shard;
}
}
嗯,您的脚本中有几个问题 让我们从以下内容开始:
if (rock = true);{...
你需要意识到你被赋值为rock=true,你需要使用double-equals来进行比较。更重要的是,建议使用if(boolVar),因为如果它是真的,将自动执行
if(rock){ do something }
//is the same that
if(rock == true){}
还有,另一件重要的事,就是你不应该把;在if之后,因为这样做时括号内的代码将与条件无关。好吧,脚本中有几个问题 让我们从以下内容开始:
if (rock = true);{...
你需要意识到你被赋值为rock=true,你需要使用double-equals来进行比较。更重要的是,建议使用if(boolVar),因为如果它是真的,将自动执行
if(rock){ do something }
//is the same that
if(rock == true){}
还有,另一件重要的事,就是你不应该把;在if之后,因为这样做时括号内的代码将与条件无关。这些语句存在一些明显的问题
if (rock = true);{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You remember the hefty chunk of concrete in your pocket. \n\n" +
"Press T if you would like to throw the rock at the mirror or R if you would like to return to the cell";
}
if (rock = false);{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You are unable to think of any way of shattering the mirror " +
"as it is rigidly screwed into the wall, perhaps a blunt object would do the trick?. \n\n" +
"Press R to return to the cell.";
}
如果,则不要在的末尾加分号,=
符号本身会在计算变量之前将右侧的值赋给左侧的变量。因此,将单个=
更改为=
你的代码变成
if (rock == true){
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You remember the hefty chunk of concrete in your pocket. \n\n" +
"Press T if you would like to throw the rock at the mirror or R if you would like to return to the cell";
}
if (rock == false){
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You are unable to think of any way of shattering the mirror " +
"as it is rigidly screwed into the wall, perhaps a blunt object would do the trick?. \n\n" +
"Press R to return to the cell.";
}
虽然写这篇文章的更好方法是
if (rock) // is the same as if rock == true
{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You remember the hefty chunk of concrete in your pocket. \n\n" +
"Press T if you would like to throw the rock at the mirror or R if you would like to return to the cell";
}
else // is the same as if rock == false (in this case)
{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You are unable to think of any way of shattering the mirror " +
"as it is rigidly screwed into the wall, perhaps a blunt object would do the trick?. \n\n" +
"Press R to return to the cell.";
}
这些说法显然存在一些问题
if (rock = true);{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You remember the hefty chunk of concrete in your pocket. \n\n" +
"Press T if you would like to throw the rock at the mirror or R if you would like to return to the cell";
}
if (rock = false);{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You are unable to think of any way of shattering the mirror " +
"as it is rigidly screwed into the wall, perhaps a blunt object would do the trick?. \n\n" +
"Press R to return to the cell.";
}
如果
,则不要在的末尾加分号,=
符号本身会在计算变量之前将右侧的值赋给左侧的变量。因此,将单个=
更改为=
你的代码变成
if (rock == true){
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You remember the hefty chunk of concrete in your pocket. \n\n" +
"Press T if you would like to throw the rock at the mirror or R if you would like to return to the cell";
}
if (rock == false){
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You are unable to think of any way of shattering the mirror " +
"as it is rigidly screwed into the wall, perhaps a blunt object would do the trick?. \n\n" +
"Press R to return to the cell.";
}
虽然写这篇文章的更好方法是
if (rock) // is the same as if rock == true
{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You remember the hefty chunk of concrete in your pocket. \n\n" +
"Press T if you would like to throw the rock at the mirror or R if you would like to return to the cell";
}
else // is the same as if rock == false (in this case)
{
text.text = "A rather old fashioned mirror, strangely clean and drilled into the wall. Shattering the mirror and " +
"wielding a shard could prove useful. You are unable to think of any way of shattering the mirror " +
"as it is rigidly screwed into the wall, perhaps a blunt object would do the trick?. \n\n" +
"Press R to return to the cell.";
}
=
和=
之间有区别,我建议你多读一些基本的C#conceptsif(rock=true);{
在该行中,分号终止if语句。结束它。它意味着if
控制一个空语句——这意味着if要么执行一个空语句(不执行任何操作),要么不执行该空语句(也不执行任何操作)。后面用大括号括起来的块与if
无关。它只是执行。除了修复=
的错误用法外,还需要去掉分号。由于声明是一个枚举,因此更需要将Update
方法更改为使用开关而不是序列在=
和=
之间有一个区别,我建议你多读一些基本的C#概念如果(rock=true);{
在该行中,分号终止if语句。结束它。它意味着if
控制一个空语句——这意味着if要么执行一个空语句(不执行任何操作),要么不执行该空语句(也不执行任何操作)。后面用大括号括起来的块与if
无关。它只是执行。除了修复=
的错误用法外,还需要去掉分号。由于声明是一个枚举,因此更需要将Update
方法更改为使用开关而不是序列我意识到这是多么的新手错误,谢谢!我意识到这是多么的新手错误,谢谢!