我从早期版本的Unity导入了一个项目,我目前正在使用2018.3
我有一个问题,我似乎无法忽略它,评论它给了我另一个错误
Assets \ Scripts \ Generals \ LoadController.cs(48,22):错误CS0117:'SceneManager'不包含'LoadSceneAsync'的定义
我没有一个名为'SceneManager'的已定义类,它覆盖了统一的SceneManager类
LoadController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public string nameSceneLoad = "MainGame";
void NextScene()
{
CancelInvoke();
SceneManager.LoadSceneAsync (nameSceneLoad, LoadSceneMode.Single);
}
如果我试图忽略它,我会有以下内容
资产\ Photon Unity Networking \ Editor \ PhotonNetwork \ PhotonViewHandler.cs(188,13):错误CS0433:类型'EditorSceneManager'存在于'Assembly-CSharp,Version = 0.0.0.0,Culture = neutral,PublicKeyToken = null'和'UnityEditor,Version = 0.0.0.0,Culture = neutral,PublicKeyToken = null'
PhotonViewHandler.cs
//TODO: check if this can be internal protected (as source in editor AND as
dll)
public static void LoadAllScenesToFix()
{
string[] scenes = System.IO.Directory.GetFiles(".", "*.unity",
SearchOption.AllDirectories);
foreach (string scene in scenes)
{
EditorSceneManager.OpenScene(scene);
PhotonViewHandler.HierarchyChange();//NOTE: most likely on load also
triggers a hierarchy change
EditorSceneManager.SaveOpenScenes();
}
Debug.Log("Corrected scene views where needed.");
}
我尝试导航到F12导致的定义
#if !UNITY_MIN_5_3 && ! UNITY_2017
// in Unity 5.3 and up, we have to use a SceneManager. This section re-
implements it for older Unity versions
#if UNITY_EDITOR
namespace UnityEditor.SceneManagement
{
/// <summary>Minimal implementation of the EditorSceneManager for older
Unity, up to v5.2.</summary>
public class EditorSceneManager
{
public static int loadedSceneCount
{
get { return
string.IsNullOrEmpty(UnityEditor.EditorApplication.currentScene) ? -1 : 1; }
}
public static void OpenScene(string name)
{
UnityEditor.EditorApplication.OpenScene(name);
}
public static void SaveOpenScenes()
{
UnityEditor.EditorApplication.SaveScene();
}
public static void SaveCurrentModifiedScenesIfUserWantsTo()
{
UnityEditor.EditorApplication.SaveCurrentSceneIfUserWantsTo();
}
}
}
#endif
namespace UnityEngine.SceneManagement
{
/// <summary>Minimal implementation of the SceneManager for older Unity, up
to v5.2.</summary>
public class SceneManager
{
public static void LoadScene(string name)
{
Application.LoadLevel(name);
}
public static void LoadScene(int buildIndex)
{
Application.LoadLevel(buildIndex);
}
}
}
#endif
尝试告诉使用哪个,所以你可以绕过这个重复的EditorSceneManager
错误
using foo = UnityEditor.EditorSceneManager;
using boo = otherdll.Namespace;
顺便说一下,我认为这个错误是因为你在.net 4.x中有一个dll而你的.net3.5中有你的dll,所以你可以jsut删除那个3.5。