CSHARP内のスクリプトが後に変換:ライン上の私は、単一性のJavaスクリプトをcsharpスクリプトに変換しようとしていますが、いくつかのエラーがありますか?
using UnityEngine;
using System.Collections;
public class MYCLASSNAME : MonoBehaviour {
public Transform TargetLookAt;
public float Distance = 5.0f;
public float DistanceMin = 3.0f;
public float DistanceMax = 10.0f;
private float mouseX = 0.0f;
private float mouseY = 0.0f;
private float startingDistance = 0.0f;
private float desiredDistance = 0.0f;
public float X_MouseSensitivity = 5.0f;
public float Y_MouseSensitivity = 5.0f;
public float MouseWheelSensitivity = 5.0f;
public float Y_MinLimit = -40.0f;
public float Y_MaxLimit = 80.0f;
public float DistanceSmooth = 0.05f;
private float velocityDistance = 0.0f;
private Vector3 desiredPosition = Vector3.zero;
public float X_Smooth = 0.05f;
public float Y_Smooth = 0.1f;
private float velX = 0.0f;
private float velY = 0.0f;
private float velZ = 0.0f;
private Vector3 position = Vector3.zero;
CursorLockMode wantedMode;
void Start(){
Distance = Mathf.Clamp(Distance, DistanceMin, DistanceMax);
startingDistance = Distance;
Reset();
SetCursorState();
OnGUI();
}
void LateUpdate(){
if (TargetLookAt == null)
return;
HandlePlayerInput();
CalculateDesiredPosition();
UpdatePosition();
}
void HandlePlayerInput(){
float deadZone= 0.01f; // mousewheel deadZone
//if (Input.GetMouseButton(1))
//{
mouseX += Input.GetAxis("Mouse X") * X_MouseSensitivity;
mouseY -= Input.GetAxis("Mouse Y") * Y_MouseSensitivity;
//}
// this is where the mouseY is limited - Helper script
mouseY = ClampAngle(mouseY, Y_MinLimit, Y_MaxLimit);
// get Mouse Wheel Input
if (Input.GetAxis("Mouse ScrollWheel") < -deadZone || Input.GetAxis("Mouse ScrollWheel") > deadZone)
{
desiredDistance = Mathf.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity),
DistanceMin, DistanceMax);
}
}
void CalculateDesiredPosition(){
// Evaluate distance
Distance = Mathf.SmoothDamp(Distance, desiredDistance, velocityDistance, DistanceSmooth);
// Calculate desired position -> Note : mouse inputs reversed to align to WorldSpace Axis
desiredPosition = CalculatePosition(mouseY, mouseX, Distance);
}
float CalculatePosition (float rotationX , float rotationY , float distance ){
Vector3 direction = new Vector3(0, 0, -distance);
Quaternion rotation = Quaternion.Euler(rotationX, rotationY, 0);
return TargetLookAt.position + (rotation * direction);
}
void UpdatePosition(){
float posX= Mathf.SmoothDamp(position.x, desiredPosition.x, velX, X_Smooth);
float posY= Mathf.SmoothDamp(position.y, desiredPosition.y, velY, Y_Smooth);
float posZ= Mathf.SmoothDamp(position.z, desiredPosition.z, velZ, X_Smooth);
position = new Vector3(posX, posY, posZ);
transform.position = position;
transform.LookAt(TargetLookAt);
}
void Reset(){
mouseX = 0;
mouseY = 10;
Distance = startingDistance;
desiredDistance = Distance;
}
float ClampAngle (float angle , float min , float max ){
while (angle < -360 || angle > 360)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
}
return Mathf.Clamp(angle, min, max);
}
// Apply requested cursor state
void SetCursorState()
{
Cursor.lockState = wantedMode;
// Hide cursor when locking
Cursor.visible = (CursorLockMode.Locked != wantedMode);
}
void OnGUI()
{
GUILayout.BeginVertical();
// Release cursor on escape keypress
if (Input.GetKeyDown (KeyCode.Escape))
Cursor.lockState = wantedMode = CursorLockMode.None;
switch (Cursor.lockState)
{
case CursorLockMode.None:
GUILayout.Label ("Cursor is normal");
if (GUILayout.Button ("Lock cursor"))
wantedMode = CursorLockMode.Locked;
if (GUILayout.Button ("Confine cursor"))
wantedMode = CursorLockMode.Confined;
break;
case CursorLockMode.Confined:
GUILayout.Label ("Cursor is confined");
if (GUILayout.Button ("Lock cursor"))
wantedMode = CursorLockMode.Locked;
if (GUILayout.Button ("Release cursor"))
wantedMode = CursorLockMode.None;
break;
case CursorLockMode.Locked:
GUILayout.Label ("Cursor is locked");
if (GUILayout.Button ("Unlock cursor"))
wantedMode = CursorLockMode.None;
if (GUILayout.Button ("Confine cursor"))
wantedMode = CursorLockMode.Confined;
break;
}
GUILayout.EndVertical();
SetCursorState();
}
}
エラー:
Distance = Mathf.SmoothDamp(Distance, desiredDistance, velocityDistance, DistanceSmooth);
エラーCS1502: 「UnityEngine.Mathf.SmoothDamp(フロートための最良のオーバーロードされたメソッドが一致し、浮動小数点数、浮動小数点数)は いくつかの無効な引数(CS1502)(アセンブリ - CSharp)
エラーCS1620:引数3にする必要があります
desiredPosition = CalculatePosition(mouseY, mouseX, Distance);
エラーCS0029: '参照' キーワード (CS1620)(組立-CSHARP)ラインで
で渡される暗黙的に型 'フロートが' 「UnityEngineに変換できません。 Vector3' (CS0029)(組立-CSHARP)ラインで
:
return TargetLookAt.position + (rotation * direction);
エラーCS0029:暗黙的に 'フロート' に型 'UnityEngine.Vector3' を変換できません(CS0029)(組立-CSHARP)ラインで
:
float posX= Mathf.SmoothDamp(position.x, desiredPosition.x, velX, X_Smooth);
エラーCS1502: 'UnityEngine.Mathf.SmoothDamp(浮動小数点、浮動小数点、浮動小数点、浮動小数点、浮動小数点)の浮動小数点数が のいくつかの無効な引数(CS1502)に最適なオーバーロードされたメソッドが一致しました(アセンブリ - CSha RP)
エラーCS1620:
float posY= Mathf.SmoothDamp(position.y, desiredPosition.y, velY, Y_Smooth);
エラーCS1502:引数3 'REF' キーワード (CS1620)(組立-CSHARP)ラインで
に渡さなければなりません: に最適なオーバーロードされたメソッド 'UnityEngine.Mathf.SmoothDamp(float、float、ref float、float)'が 無効な引数(CS1502)(アセンブリCSharp)
エラーCS1620:引数3 'REF' キーワードを渡さなければならない (CS1620)(組立-CSHARP)ラインで
:
float posZ= Mathf.SmoothDamp(position.z, desiredPosition.z, velZ, X_Smooth);
エラーCS1502:最高オーバーロードされたメソッドは 'UnityEngine.Mathfに一致します。SmoothDamp(フロート、フロート、REFフロート、フロートが)」(組立-CSHARP) いくつかの無効な引数(CS1502)を持っている
エラーCS1620:引数3に渡さなければならない 'REF' キーワード (CS1620)(Assembly-