Syntax error &引用;语法错误:在not之前应为rightparen<;-我环顾四周,但我能';我无法解释为什么会出现这种情况

Syntax error &引用;语法错误:在not之前应为rightparen<;-我环顾四周,但我能';我无法解释为什么会出现这种情况,syntax-error,stencyl,Syntax Error,Stencyl,这段代码会有点大,因为它是一个大型项目的一部分,但我无法找到这个问题的解释或解决方案。我正在使用Stencylworks用Java编写代码,对此我还是个新手,所以我将转储整个类的代码,因为我不知道是什么导致了它。(是的,我将在代码中标记错误消息所指的行) 我会在这里发布错误消息,但这里的系统似乎认为这是代码,所以我只想说错误都是标题中引用的消息,我已经标记了错误消息在下面发布的代码中引用的行 这就是代码 package scripts { import flash.display.Ble

这段代码会有点大,因为它是一个大型项目的一部分,但我无法找到这个问题的解释或解决方案。我正在使用Stencylworks用Java编写代码,对此我还是个新手,所以我将转储整个类的代码,因为我不知道是什么导致了它。(是的,我将在代码中标记错误消息所指的行)

我会在这里发布错误消息,但这里的系统似乎认为这是代码,所以我只想说错误都是标题中引用的消息,我已经标记了错误消息在下面发布的代码中引用的行

这就是代码

package scripts
{
    import flash.display.BlendMode;
    import flash.events.*;
    import flash.net.*;
    import flash.filters.*;

    import Box2DAS.Collision.*;
    import Box2DAS.Collision.Shapes.*;
    import Box2DAS.Common.*;
    import Box2DAS.Dynamics.*;
    import Box2DAS.Dynamics.Contacts.*;
    import Box2DAS.Dynamics.Joints.*;

    import stencyl.api.data.*;
    import stencyl.api.engine.*;
    import stencyl.api.engine.actor.*;
    import stencyl.api.engine.behavior.*;
    import stencyl.api.engine.bg.*;
    import stencyl.api.engine.font.*;
    import stencyl.api.engine.scene.*;
    import stencyl.api.engine.sound.*;
    import stencyl.api.engine.tile.*;
    import stencyl.api.engine.utils.*;

    import org.flixel.*;
    import mochi.as3.*;
    import flash.ui.Mouse;



    public dynamic class Design_51_51_Spawn extends SceneScript
    {       

        public var _PreviousScene1:String;
        public var _PreviousScene2:String;
        public var _PreviousScene3:String;
        public var _PreviousScene4:String;
        public var _PreviousScene5:String;
        public var _XPositiona:Number;
        public var _Ypositiona:Number;
        public var _XPositionb:Number;
        public var _YPositionb:Number;
        public var _Xpositionc:Number;
        public var _Ypositionc:Number;
        public var _Ypositiond:Number;
        public var _Xpositione:Number;
        public var _Ypositione:Number;
        public var _Xpositiond:Number;
        public var _ChangeTrack1:Boolean;
        public var _NextTrack:SoundClip;
        public var _ChangeTrack2:Boolean;
        public var _PreviousScene6:String;
        public var _Xpositionf:Number;
        public var _Ypositionf:Number;
        public var _PreviousScene7:String;
        public var _Xpositiong:Number;
        public var _Ypositiong:Number;
        public var _SpawnLocationa:String;
        public var _SpawnLocationB:String;
        public var _SpawnLocationc:String;
        public var _SpawnLocationd:String;
        public var _SpawnLocatione:String;
        public var _SpawnLocationf:String;
        public var _SpawnLocationg:String;
        public var _Playeractor:Actor;
        public var _NextScene:Scene;
        public var _FadeOutTime:Number;
        public var _FadeInTime:Number;
        public var _NextSceneName1:String;
        public var _Wind1:Number;
        public var _Region:Region;
        public var _NextScene2:Scene;
        public var _NextSceneName2:String;
        public var _Wind2:Number;
        public var _Region2:Region;
        public var _NextScene3:Scene;
        public var _NextSceneName3:String;
        public var _Wind3:Number;
        public var _region3:Region;
        public var _NextScene4:Scene;
        public var _NextSceneName4:String;
        public var _Wind4:Number;
        public var _Region4:Region;
        public var _NextScene5:Scene;
        public var _NextSceneName5:String;
        public var _Wind5:Number;
        public var _Region5:Region;
        override public function init():void
        {
            setGameAttribute("Respawn", false);
            setVolumeForChannel(Number((getGameAttribute("wind"))) /100, 3);

            if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene1))
            {
                if ((getGameAttribute("Returned to beginning")as Boolean))
                {
                    createActor(getActorType(328), (_XPositiona + Number("" + ((getGameAttribute(_SpawnLocationa)) as Array)[0])), (_Ypositiona + Number("" + ((getGameAttribute(_SpawnLocationa)) as Array)[1])), FRONT);
                }

                else
                {
                    if ((getGameAttribute("33 saved")as Boolean))
                    {
                        createActor(getActorType(355), (_XPositiona + Number("" + ((getGameAttribute(_SpawnLocationa)) as Array)[0])), (_Ypositiona + Number("" + ((getGameAttribute(_SpawnLocationa)) as Array)[1])), FRONT);
                    }

                    else
                    {
                        createActor(getActorType(164), _XPositiona, _Ypositiona, FRONT);
                    }
                }

                if (_ChangeTrack1)
                {
                    stopSoundOnChannel(1);
                    loopSoundOnChannel(_NextTrack, 1);
                }
            }

            if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene2))
            {
                if ((getGameAttribute("Returned to beginning")as Boolean))
                {
                    createActor(getActorType(328), (_XPositionb + Number("" + ((getGameAttribute(_SpawnLocationB)) as Array)[0])), (_YPositionb + Number("" + ((getGameAttribute(_SpawnLocationB)) as Array)[1])), FRONT);
                }

                else
                {
                    if ((getGameAttribute("33 saved")as Boolean))
                    {
                        createActor(getActorType(355), (_XPositionb + Number("" + ((getGameAttribute(_SpawnLocationB)) as Array)[0])), (_YPositionb + Number("" + ((getGameAttribute(_SpawnLocationB)) as Array)[1])), FRONT);
                    }

                    else
                    {
                        createActor(getActorType(164), _XPositionb, _YPositionb, FRONT);
                    }
                }

                if (_ChangeTrack2)
                {
                    stopSoundOnChannel(1);
                    loopSoundOnChannel(_NextTrack, 1);
                }
            }

            if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene3))
            {
                if ((getGameAttribute("Returned to beginning")as Boolean))
                {
                    createActor(getActorType(328), (_Xpositionc + Number("" + ((getGameAttribute(_SpawnLocationc)) as Array)[0])), (_Ypositionc + Number("" + ((getGameAttribute(_SpawnLocationc)) as Array)[1])), FRONT);
                }

                else
                {
                    if ((getGameAttribute("33 saved")as Boolean))
                    {
                        createActor(getActorType(355), (_Xpositionc + Number("" + ((getGameAttribute(_SpawnLocationc)) as Array)[0])), (_Ypositionc + Number("" + ((getGameAttribute(_SpawnLocationc)) as Array)[1])), FRONT);
                    }

                    else
                    {
                        createActor(getActorType(164), _Xpositionc, _Ypositionc, FRONT);
                    }
                }
            }

            if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene4))
            {
                if ((getGameAttribute("Returned to beginning")as Boolean))
                {
                    createActor(getActorType(328), (_Xpositiond + Number("" + ((getGameAttribute(_SpawnLocationd)) as Array)[0])), (_Ypositiond + Number("" + ((getGameAttribute(_SpawnLocationd)) as Array)[1])), FRONT);
                }

                else
                {
                    if ((getGameAttribute("33 saved")as Boolean))
                    {
                        createActor(getActorType(355), (_Xpositiond + Number("" + ((getGameAttribute(_SpawnLocationd)) as Array)[0])), (_Ypositiond + Number("" + ((getGameAttribute(_SpawnLocationd)) as Array)[1])), FRONT);
                    }

                    else
                    {
                        createActor(getActorType(164), _Xpositiond, _Ypositiond, FRONT);
                    }
                }
            }

            if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene5))
            {
                if ((getGameAttribute("Returned to beginning")as Boolean))
                {
                    createActor(getActorType(328), (_Xpositione + Number("" + ((getGameAttribute(_SpawnLocatione)) as Array)[0])), (_Ypositione + Number("" + ((getGameAttribute(_SpawnLocatione)) as Array)[1])), FRONT);
                }

                else
                {
                    if ((getGameAttribute("33 saved")as Boolean))
                    {
                        createActor(getActorType(355), (_Xpositione + Number("" + ((getGameAttribute(_SpawnLocatione)) as Array)[0])), (_Ypositione + Number("" + ((getGameAttribute(_SpawnLocatione)) as Array)[1])), FRONT);
                    }

                    else
                    {
                        createActor(getActorType(164), _Xpositione, _Ypositione, FRONT);
                    }
                }
            }

            if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene6))
            {
                if ((getGameAttribute("Returned to beginning")as Boolean))
                {
                    createActor(getActorType(328), (_Xpositionf + Number("" + ((getGameAttribute(_SpawnLocationf)) as Array)[0])), (_Ypositionf + Number("" + ((getGameAttribute(_SpawnLocationf)) as Array)[1])), FRONT);
                }

                else
                {
                    if ((getGameAttribute("33 saved")as Boolean))
                    {
                        createActor(getActorType(355), (_Xpositionf + Number("" + ((getGameAttribute(_SpawnLocationf)) as Array)[0])), (_Ypositionf + Number("" + ((getGameAttribute(_SpawnLocationf)) as Array)[1])), FRONT);
                    }

                    else
                    {
                        createActor(getActorType(164), _Xpositionf, _Ypositionf, FRONT);
                    }
                }
            }

            if (sameAs((getGameAttribute("Previous Scene")), _PreviousScene7))
            {
                if ((getGameAttribute("Returned to beginning")as Boolean))
                {
                    createActor(getActorType(328), (_Xpositiong + Number("" + ((getGameAttribute(_SpawnLocationg)) as Array)[0])), (_Ypositiong + Number("" + ((getGameAttribute(_SpawnLocationg)) as Array)[1])), FRONT);
                }

                else
                {
                    if ((getGameAttribute("33 saved")as Boolean))
                    {
                        createActor(getActorType(355), (_Xpositiong + Number("" + ((getGameAttribute(_SpawnLocationg)) as Array)[0])), (_Ypositiong + Number("" + ((getGameAttribute(_SpawnLocationg)) as Array)[1])), FRONT);
                    }

                    else
                    {
                        createActor(getActorType(164), _Xpositiong, _Ypositiong, FRONT);
                    }
                }
            }

            setGameAttribute("Respawn", false);
            setGameAttribute("Re/Spawning", false);
        }
        override public function update():void
        {

            if (!(_Playeractor ! = null)) // here
            {
                _Playeractor = getLastCreatedActor();
                print("" + _Playeractor);
            }

            if (((_Region ! = null && _NextScene ! = null) && !(isTransitioning()))) // here
            {
                if (isInRegion(_Playeractor, _Region))
                {
                    setGameAttribute("Re/Spawning", true);
                    switchScene(_NextScene.getID(), createFadeOut(((1000*_FadeOutTime))), createFadeIn(((1000*_FadeInTime))));
                    setGameAttribute("Previous Scene", _PreviousScene1);
                    setGameAttribute("Scene", _NextSceneName1);
                    setGameAttribute("wind", _Wind1);
                    setGameAttribute("Re/Spawning", false);
                }
            }

            if (((_Region2 ! = null && _NextScene2 ! = null) && !(isTransitioning()))) // here
            {
                if (isInRegion(_Playeractor, _Region2))
                {
                    setGameAttribute("Re/Spawning", true);
                    switchScene(_NextScene2.getID(), createFadeOut(((1000*_FadeOutTime))), createFadeIn(((1000*_FadeInTime))));
                    setGameAttribute("Previous Scene", _PreviousScene2);
                    setGameAttribute("Scene", _NextSceneName2);
                    setGameAttribute("wind", _Wind2);
                    setGameAttribute("Re/Spawning", false);
                }
            }

            if (((_region3 ! = null && _NextScene3 ! = null) && !(isTransitioning()))) // here
            {
                if (isInRegion(_Playeractor, _region3))
                {
                    setGameAttribute("Re/Spawning", true);
                    switchScene(_NextScene3.getID(), createFadeOut(((1000*_FadeOutTime))), createFadeIn(((1000*_FadeInTime))));
                    setGameAttribute("Previous Scene", _PreviousScene3);
                    setGameAttribute("Scene", _NextSceneName3);
                    setGameAttribute("wind", _Wind3);
                    setGameAttribute("Re/Spawning", false);
                }
            }

            if (((_Region4 ! = null && _NextScene4 ! = null) && !(isTransitioning()))) // here
            {
                if (isInRegion(_Playeractor, _Region4))
                {
                    setGameAttribute("Re/Spawning", true);
                    switchScene(_NextScene4.getID(), createFadeOut(((1000*_FadeOutTime))), createFadeIn(((1000*_FadeInTime))));
                    setGameAttribute("Previous Scene", _PreviousScene4);
                    setGameAttribute("Scene", _NextSceneName4);
                    setGameAttribute("wind", _Wind4);
                    setGameAttribute("Re/Spawning", false);
                }
            }

            if (((_Region5 ! = null && _NextScene5 ! = null) && !(isTransitioning()))) // here
            {
                if (isInRegion(_Playeractor, _Region5))
                {
                    setGameAttribute("Re/Spawning", true);
                    switchScene(_NextScene5.getID(), createFadeOut(((1000*_FadeOutTime))), createFadeIn(((1000*_FadeInTime))));
                    setGameAttribute("Previous Scene", _PreviousScene5);
                    setGameAttribute("Scene", _NextSceneName5);
                    setGameAttribute("wind", _Wind5);
                    setGameAttribute("Re/Spawning", false);
                }
            }
        }
        override public function draw(g:Graphics, x:Number, y:Number):void
        {
        }

        public function Design_51_51_Spawn(ignore:*, scene:GameState)
        {
            super(scene);
            nameMap["Previous Scene 1"] = "_PreviousScene1";
nameMap["Previous Scene 2"] = "_PreviousScene2";
nameMap["Previous Scene 3"] = "_PreviousScene3";
nameMap["Previous Scene 4"] = "_PreviousScene4";
nameMap["Previous Scene 5"] = "_PreviousScene5";
nameMap["X Position a"] = "_XPositiona";
nameMap["Y position a"] = "_Ypositiona";
nameMap["X Position b"] = "_XPositionb";
nameMap["Y Position b"] = "_YPositionb";
nameMap["X position c"] = "_Xpositionc";
nameMap["Y position c"] = "_Ypositionc";
nameMap["Y position d"] = "_Ypositiond";
nameMap["X position e"] = "_Xpositione";
nameMap["Y position e"] = "_Ypositione";
nameMap["X position d"] = "_Xpositiond";
nameMap["Change Track 1?"] = "_ChangeTrack1";
nameMap["Next Track"] = "_NextTrack";
nameMap["Change Track 2?"] = "_ChangeTrack2";
nameMap["Previous Scene 6"] = "_PreviousScene6";
nameMap["X position f"] = "_Xpositionf";
nameMap["Y position f"] = "_Ypositionf";
nameMap["Previous Scene 7"] = "_PreviousScene7";
nameMap["X position g"] = "_Xpositiong";
nameMap["Y position g"] = "_Ypositiong";
nameMap["Spawn Location a"] = "_SpawnLocationa";
nameMap["Spawn Location B"] = "_SpawnLocationB";
nameMap["Spawn Location c"] = "_SpawnLocationc";
nameMap["Spawn Location d"] = "_SpawnLocationd";
nameMap["Spawn Location e"] = "_SpawnLocatione";
nameMap["Spawn Location f"] = "_SpawnLocationf";
nameMap["Spawn Location g"] = "_SpawnLocationg";
nameMap["Player actor"] = "_Playeractor";
nameMap["Next Scene 1"] = "_NextScene";
nameMap["Fade Out Time"] = "_FadeOutTime";
nameMap["Fade In Time"] = "_FadeInTime";
nameMap["Next Scene Name 1"] = "_NextSceneName1";
nameMap["Wind 1"] = "_Wind1";
nameMap["Region 1"] = "_Region";
nameMap["Next Scene 2"] = "_NextScene2";
nameMap["Next Scene Name 2"] = "_NextSceneName2";
nameMap["Wind 2"] = "_Wind2";
nameMap["Region 2"] = "_Region2";
nameMap["Next Scene 3"] = "_NextScene3";
nameMap["Next Scene Name 3"] = "_NextSceneName3";
nameMap["Wind 3"] = "_Wind3";
nameMap["region 3"] = "_region3";
nameMap["Next Scene 4"] = "_NextScene4";
nameMap["Next Scene Name 4"] = "_NextSceneName4";
nameMap["Wind 4"] = "_Wind4";
nameMap["Region 4"] = "_Region4";
nameMap["Next Scene 5"] = "_NextScene5";
nameMap["Next Scene Name 5"] = "_NextSceneName5";
nameMap["Wind 5"] = "_Wind5";
nameMap["Region 5"] = "_Region5";

        }

        override public function forwardMessage(msg:String):void
        {

        }
    }
}

谢谢你抽出时间

出现您的问题是因为您标记的所有行上的“!”和“=”之间都有空格。您正在尝试使用不等式运算符,即“!=”,或感叹号后跟不带空格的等号

当感叹号单独出现时,它将被解释为“逻辑非”,而您收到的错误消息是因为编译器正试图对您试图执行的操作进行最佳猜测


如果删除“!”和“=”之间的所有空格,则应处理此错误。

这是Actionscript。请发布此行为中块的屏幕截图,好吗?在右下角应该有一个小摄像头图标;这将为你截图整个事情。啊,好的。对不起,我不能截图。由于原因。。。。我必须创建一个代码块,然后从另一个脚本复制并粘贴更新函数(始终是块)中的代码。当我刚刚复制块时,屏幕无法适应它在屏幕上使用的下拉菜单中的变量数量,因此我无法将代码设置为从正确的变量读取。