2016-09-08 5 views
0

私はこのエラーを得て:エラー(86,9):BCE0044:EOF期待して、見つかった 'ケース'

(86,9): BCE0044: expecting EOF , found 'case'.

私はこれと同じエラーを取得しておきます。私は前のシーンに戻ることをやろうとしています。このスクリプトは、私のシーンで持っているつもりのボタン用です。ここに私のスクリプトです:

{ 

#pragma strict 

import UnityEngine.SceneManagement; 

@script AddComponentMenu ("EGUI/UI_Elements/Button") 

// public class EGUI_Button extends EGUI_Element {} 

// List of built-in functionality types 
public enum ButtonAction 
{ 
    None,     // Do nothing 
    Custom,     // Call function (name in callFunction) with parameter for actionRecipient object (this gameObject is default) 
    LoadLevel,    // Load level with index/name in parameter 
    RestartLevel,   // Restart current level 
    ExitGame,    // Close application 
    SetQuality,    // Set quality level according to parameter (Fastest, Fast, ... Fantastic) 
    DecQuality,    // Decrease quality level 
    IncQuality,    // Increase quality level 
    SetResolution,   // Set screen resolution according to parameter (1024x768, 1920x1080 ... etc) 
    OpenURL,    // Open URL specified in parameter 
    CloseEverything,  // Close/disable whole GUI manager and all related GUI-elements. 
    Resume,     // Close parent GUI-element and set time-scale to 1 
    ShowAnother,   // Show GUI-element specified in actionRecipient 
    ShowPrevious,   // Show previous GUI-element 
    HideThis,    // Hide parent GUI-element 
    HideThis_ShowAnother, // Hide parent GUI-element and show window specified in actionRecipient 
    HideThis_ShowPrevious, // Hide parent GUI-element and show previous window 
    SoundSwitch,   // Enable/Disable all sounds in the scene 
    LoadPreviousLevel,  // Load the previous level if there is one else load load the current one 
}; 

var onClickAction: ButtonAction; // Action preset to perform onClick 
var actionRecipient: GameObject; // Optional link to action recipient object 
var callFunction: String;   // Optional name of custom function to call 
var parameter: String;    // Optional parameter to send/use in the Action 

//===================================================================================================== 
// Overload parent OnClick function to Perform built-in actions 
function OnClick() 
{ 
    //  super.OnClick(); 
    PerformAction(); 
} 

//---------------------------------------------------------------------------------------------------- 
// Perform built-in actions according to selected type (onClickAction) 
function PerformAction() 
{ 
    switch (onClickAction) 
    { 
     case ButtonAction.None: 
      break; 

     case ButtonAction.Custom: 
      if(!actionRecipient) 
       actionRecipient = gameObject; 
      if(parameter.Length > 0) 
       actionRecipient.SendMessage (callFunction, parameter, SendMessageOptions.DontRequireReceiver); 
      else 
       actionRecipient.SendMessage (callFunction, SendMessageOptions.DontRequireReceiver); 
      break; 

     case ButtonAction.LoadLevel: 
      Time.timeScale = 1; 
      try 
       SceneManager.LoadScene(int.Parse(parameter)); 
      catch(error) 
       SceneManager.LoadScene(parameter); 
      break; 

     case ButtonAction.RestartLevel: 
      Time.timeScale = 1; 
      SceneManager.LoadScene(SceneManager.GetActiveScene().name); 
      break; 

     case ButtonAction.LoadPreviousLevel: 
      Time.timeScale = 1; 
      if (SceneManager.GetActiveScene().buildIndex > 0) // if not the first scene load the prvious scene 
       SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1); 
      else 
       SceneManager.LoadScene(0); 
      break; 
    } 
} 
     case ButtonAction.ExitGame: 
      Application.Quit(); 
      break; 

     case ButtonAction.SetQuality: 
      switch (parameter) 
      { 
       case "Fastest": 
       QualitySettings.SetQualityLevel(QualityLevel.Fastest); 
       break; 

       case "Fast": 
       QualitySettings.SetQualityLevel(QualityLevel.Fast); 
       break; 

       case "Simple": 
       QualitySettings.SetQualityLevel(QualityLevel.Simple); 
       break; 

       case "Good": 
       QualitySettings.SetQualityLevel(QualityLevel.Good); 
       break; 


       case "Beautiful": 
       QualitySettings.SetQualityLevel(QualityLevel.Beautiful); 
       break; 


       case "Fantastic": 
       QualitySettings.SetQualityLevel(QualityLevel.Fantastic); 
       break; 
      } 
      break; 

     case ButtonAction.IncQuality: 
      QualitySettings.IncreaseLevel(); 
      break; 

     case ButtonAction.DecQuality: 
      QualitySettings.DecreaseLevel(); 
      break; 

     case ButtonAction.SetResolution: 
      Screen.SetResolution (int.Parse(parameter.Substring(0,parameter.IndexOf("x"))), int.Parse(parameter.Substring(parameter.IndexOf("x")+1)), Screen.fullScreen); 
      break; 

     case ButtonAction.OpenURL: 
      Application.OpenURL(parameter); 
      break;    

     case ButtonAction.CloseEverything: 
      GetGUIManager().gameObject.SetActive(false); 
      break;                                                                  

     case ButtonAction.Resume: 
      Time.timeScale = 1; 
      transform.parent.gameObject.SendMessage("Disable"); 
      break; 

     case ButtonAction.ShowAnother: 
      if(actionRecipient) 
       actionRecipient.GetComponent(EGUI_Element).SetActivation(true, transform.parent.gameObject); 
      break; 

     case ButtonAction.ShowPrevious: 
      if(senderObject) 
       senderObject.SetActive(true); 
      break; 

     case ButtonAction.HideThis: 
      transform.parent.gameObject.SendMessage("Disable"); 
      break; 

     case ButtonAction.HideThis_ShowAnother: 
      if(actionRecipient) 
       actionRecipient.GetComponent(EGUI_Element).SetActivation(true, transform.parent.gameObject); 
      transform.parent.gameObject.SendMessage("Disable"); 
      break; 

     case ButtonAction.HideThis_ShowPrevious: 
      if(senderObject) 
       senderObject.SetActive(true); 
      transform.parent.gameObject.SendMessage("Disable"); 
      break; 

     case ButtonAction.SoundSwitch: 
      if(actionRecipient) 
       actionRecipient.GetComponent(AudioListener).enabled = !actionRecipient.GetComponent(AudioListener).enabled; 
      break; 
    } 
} 


} 

答えて

0

あなたswitch-caseswitch声明を持っていない、あなたのcasesの一部がswitchブロックの内部でなければならない任意のButtonAction.SetQuality:ようスイッチButtonAction.ExitGame

0

caseキーワードに属していけません。あなたのかっこを見てください。ここで

0

は、あなたのスイッチ例2の間:

    SceneManager.LoadScene(0); 
      break; 
    } 
} 
      case ButtonAction.ExitGame: 

あなただけswitch文を閉じました。そこのカッコを取り除くと問題ないはずです。

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