C# 输入类型或命名空间名称';不支持例外';找不到(是否缺少using指令或程序集引用?)
找不到类型或命名空间名称“NotSupportedException”(是否缺少using指令或程序集引用?) 错误仅在尝试编译时在unity中发生。在visual studio中不显示错误消息 我试图寻找解决方案,但没有任何效果,有人能帮我解决这个问题吗? 如何解决 错误Assets\HeroEditor4D\Common\EditorScript\CharacterEditor.cs(141,23):错误CS0246:找不到类型或命名空间名称“NotSupportedException”(是否缺少using指令或程序集引用?) -C# 输入类型或命名空间名称';不支持例外';找不到(是否缺少using指令或程序集引用?),c#,unity3d,C#,Unity3d,找不到类型或命名空间名称“NotSupportedException”(是否缺少using指令或程序集引用?) 错误仅在尝试编译时在unity中发生。在visual studio中不显示错误消息 我试图寻找解决方案,但没有任何效果,有人能帮我解决这个问题吗? 如何解决 错误Assets\HeroEditor4D\Common\EditorScript\CharacterEditor.cs(141,23):错误CS0246:找不到类型或命名空间名称“NotSupportedException”(是
使用Assets.HeroEditor4D.Common.CharacterScripts;
使用HeroEditor.Common;
使用UnityEngine;
命名空间资产.HeroEditor4D.Common.EditorScript
{
///
///角色编辑器UI和行为。
///
公共类CharacterEditor:CharacterEditorBase
{
[标题(“其他”)]
公共布尔值UseEditorColorField=true;
公用字符串文件夹;
公共字符串TestRoomSceneName;
私有静态字符_temp;
///
///在应用程序启动时自动调用。
///
公共图书馆
{
RestoreTempCharacter();
}
public void OnValidate()
{
if(字符==null)
{
Character=FindObjectOfType();
}
}
///
///移除所有设备。
///
公共无效重置()
{
Character.Parts.ForEach(i=>i.ResetEquipment());
初始化的dropdowns();
}
#如果统一编辑器
///
///保存要预制的角色。
///
公共作废保存()
{
PrefactFolder=UnityEdit.EditorUtility.SaveFilePanel(“保存字符预制”,PrefactFolder,“新字符”,“预制”);
如果(文件夹长度>0)
{
保存(“资产”+文件夹.Replace(Application.dataPath,null));
}
}
///
///从预置加载字符。
///
公共空荷载()
{
PrefactFolder=UnityEdit.EditorUtility.OpenFilePanel(“加载字符预制”,PrefactFolder,“预制”);
如果(文件夹长度>0)
{
加载(“资产”+文件夹.Replace(Application.dataPath,null));
}
//特征提示();
}
///
///将字符保存到json。
///
public void SaveToJson()
{
PrefactFolder=UnityEdit.EditorUtility.SaveFilePanel(“将字符保存到json”,PrefactFolder,“新字符”,“json”);
如果(文件夹长度>0)
{
var path=“Assets”+文件夹.Replace(Application.dataPath,null);
var json=Character.ToJson();
System.IO.File.WriteAllText(路径,json);
LogFormat(“Json保存到{0}:{1}”,路径,Json);
}
//特征提示();
}
///
///从json加载字符。
///
公共void LoadFromJson()
{
PrefactFolder=UnityEdit.EditorUtility.OpenFilePanel(“从json加载字符”,PrefactFolder,“json”);
如果(文件夹长度>0)
{
var path=“Assets”+文件夹.Replace(Application.dataPath,null);
var json=System.IO.File.ReadAllText(路径);
Character.LoadFromJson(json);
}
//特征提示();
}
公共覆盖无效保存(字符串路径)
{
Character.transform.localScale=Vector3.1;
#如果UNITY\u 2018\u 3\u或更新
UnityEdit.PrefactUtility.SaveAsPrefabAsset(Character.gameObject,path);
#否则
UnityEditor.prefableUtility.createPrefable(路径、角色、游戏对象);
#恩迪夫
LogFormat(“预置保存为{0}”,路径);
}
公共覆盖无效加载(字符串路径)
{
var character=UnityEdit.AssetDatabase.LoadAssetPath(路径);
//Character.GetComponent().firemarm.Params=Character.firemarm.Params;//TODO:解决方法
加载(字符);
//FindObjectOfType().OnCharacterLoaded(字符);
}
#否则
公共覆盖无效保存(字符串路径)
{
抛出新的NotSupportedException();
}
公共覆盖无效加载(字符串路径)
{
抛出新的NotSupportedException();
}
#恩迪夫
///
///使用演示设置测试角色。
///
公开无效测试()
{
//#如果统一编辑器
//if(UnityEditor.EditorBuildSettings.scenes.All(i=>!i.path.Contains(TestRoomSceneName)))
//{
//UnityEdit.EditorUtility.DisplayDialog(“HeroView编辑器”,string.Format(“请将“{0}.scene”添加到构建设置中!”,TestRoomSceneName),“确定”);
//返回;
//}
//#恩迪夫
//var controller=Character.gameObject.AddComponent();
//controller.center=新矢量3(0,1.125f);
//控制器高度=2.5f;
//控制器半径=0.75f;
//Character.GetComponent().enabled=true;
//Character.gameObject.AddComponent();
//DontDestroyOnLoad(字符);
//_temp=字符作为字符;
//加载场景(TestRoomSceneName);
//特征提示();
}
受保护的覆盖无效OpenPalette(游戏对象调色板,选定颜色)
{
#如果统一党获胜
如果(使用编辑或颜色字段)
{
EditorColorField.Open(选中);
}
其他的
#恩迪夫
{
#else
public override void Save(string path)
{
throw new NotSupportedException();
}
public override void Load(string path)
{
LINE ERROR throw new NotSupportedException();
}
#endif
using Assets.HeroEditor4D.Common.CharacterScripts;
using HeroEditor.Common;
using UnityEngine;
namespace Assets.HeroEditor4D.Common.EditorScripts
{
/// <summary>
/// Character editor UI and behaviour.
/// </summary>
public class CharacterEditor : CharacterEditorBase
{
[Header("Other")]
public bool UseEditorColorField = true;
public string PrefabFolder;
public string TestRoomSceneName;
private static Character _temp;
/// <summary>
/// Called automatically on app start.
/// </summary>
public void Awake()
{
RestoreTempCharacter();
}
public void OnValidate()
{
if (Character == null)
{
Character = FindObjectOfType<Character4D>();
}
}
/// <summary>
/// Remove all equipment.
/// </summary>
public void Reset()
{
Character.Parts.ForEach(i => i.ResetEquipment());
InitializeDropdowns();
}
#if UNITY_EDITOR
/// <summary>
/// Save character to prefab.
/// </summary>
public void Save()
{
PrefabFolder = UnityEditor.EditorUtility.SaveFilePanel("Save character prefab", PrefabFolder, "New character", "prefab");
if (PrefabFolder.Length > 0)
{
Save("Assets" + PrefabFolder.Replace(Application.dataPath, null));
}
}
/// <summary>
/// Load character from prefab.
/// </summary>
public void Load()
{
PrefabFolder = UnityEditor.EditorUtility.OpenFilePanel("Load character prefab", PrefabFolder, "prefab");
if (PrefabFolder.Length > 0)
{
Load("Assets" + PrefabFolder.Replace(Application.dataPath, null));
}
//FeatureTip();
}
/// <summary>
/// Save character to json.
/// </summary>
public void SaveToJson()
{
PrefabFolder = UnityEditor.EditorUtility.SaveFilePanel("Save character to json", PrefabFolder, "New character", "json");
if (PrefabFolder.Length > 0)
{
var path = "Assets" + PrefabFolder.Replace(Application.dataPath, null);
var json = Character.ToJson();
System.IO.File.WriteAllText(path, json);
Debug.LogFormat("Json saved to {0}: {1}", path, json);
}
//FeatureTip();
}
/// <summary>
/// Load character from json.
/// </summary>
public void LoadFromJson()
{
PrefabFolder = UnityEditor.EditorUtility.OpenFilePanel("Load character from json", PrefabFolder, "json");
if (PrefabFolder.Length > 0)
{
var path = "Assets" + PrefabFolder.Replace(Application.dataPath, null);
var json = System.IO.File.ReadAllText(path);
Character.LoadFromJson(json);
}
//FeatureTip();
}
public override void Save(string path)
{
Character.transform.localScale = Vector3.one;
#if UNITY_2018_3_OR_NEWER
UnityEditor.PrefabUtility.SaveAsPrefabAsset(Character.gameObject, path);
#else
UnityEditor.PrefabUtility.CreatePrefab(path, Character.gameObject);
#endif
Debug.LogFormat("Prefab saved as {0}", path);
}
public override void Load(string path)
{
var character = UnityEditor.AssetDatabase.LoadAssetAtPath<Character4D>(path);
//Character.GetComponent<Character>().Firearm.Params = character.Firearm.Params; // TODO: Workaround
Load(character);
//FindObjectOfType<CharacterBodySculptor>().OnCharacterLoaded(character);
}
#else
public override void Save(string path)
{
throw new NotSupportedException();
}
public override void Load(string path)
{
throw new NotSupportedException();
}
#endif
/// <summary>
/// Test character with demo setup.
/// </summary>
public void Test()
{
//#if UNITY_EDITOR
//if (UnityEditor.EditorBuildSettings.scenes.All(i => !i.path.Contains(TestRoomSceneName)))
//{
// UnityEditor.EditorUtility.DisplayDialog("HeroView Editor", string.Format("Please add '{0}.scene' to Build Settings!", TestRoomSceneName), "OK");
// return;
//}
//#endif
//var controller = Character.gameObject.AddComponent<CharacterController>();
//controller.center = new Vector3(0, 1.125f);
//controller.height = 2.5f;
//controller.radius = 0.75f;
//Character.GetComponent<WeaponControls>().enabled = true;
//Character.gameObject.AddComponent<CharacterControl>();
//DontDestroyOnLoad(Character);
//_temp = Character as Character;
//SceneManager.LoadScene(TestRoomSceneName);
//FeatureTip();
}
protected override void OpenPalette(GameObject palette, Color selected)
{
#if UNITY_EDITOR_WIN
if (UseEditorColorField)
{
EditorColorField.Open(selected);
}
else
#endif
{
Editor.SetActive(false);
palette.SetActive(true);
}
}
private void RestoreTempCharacter()
{
//if (_temp == null) return;
//Character.GetComponent<Character>().Firearm.Params = _temp.Firearm.Params; // TODO: Workaround
//Load(_temp);
//FindObjectOfType<CharacterBodySculptor>().OnCharacterLoaded(_temp);
//Destroy(_temp.gameObject);
//_temp = null;
}
protected override void FeedbackTip()
{
#if UNITY_EDITOR
var success = UnityEditor.EditorUtility.DisplayDialog("HeroView Editor", "Hi! Thank you for using my asset! I hope you enjoy making your game with it. The only thing I would ask you to do is to leave a review on the Asset Store. It would be awasome support for my asset, thanks!", "Review", "Later");
RequestFeedbackResult(success, false);
#endif
}
private void FeatureTip()
{
#if UNITY_EDITOR
if (UnityEditor.EditorUtility.DisplayDialog("HeroView Editor", "This feature is available only in PRO asset version!", "Navigate", "Cancel"))
{
Application.OpenURL(LinkToProVersion);
}
#endif
}
}
}
using System;