Выдаёт ошибку "Имя не существует в данном контексте"
Речь идет о cubeToCreate, по идее он должен ссылаться на if Input.GetMouseButtonDown . Код писал по инструкции, у человека у которого списывал все норм у меня ошибку выдает. Вот собственно весь код, может что то упустил.
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class GameController : MonoBehaviour {
private CubePos nowCube = new CubePos(0, 1, 0);
public float cubeChangePlaceSpeed = 0.5f;
public Transform cubeToPlase;
public GameObject gameToCreate, allCubes;
private List<Vector3> allCubesPositions = new List<Vector3> {
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(-1, 0, 0),
new Vector3(0, 1, 0),
new Vector3(0, 0, 1),
new Vector3(0, 0, -1),
new Vector3(1, 0, 1),
new Vector3(-1, 0, -1),
new Vector3(-1, 0, 1),
new Vector3(1, 0, -1),
};
private void Start() {
StartCoroutine(ShowCubePlace());
}
private void Update() {
if (Input.GetMouseButtonDown(0) || Input.touchCount > 0) {
#if !UNITY_EDITOR
if(Input.GetTouch(0).phase != TouchPhase.Began)
return;
#endif
GameObject newCube = Instantiate(
cubeToCreate, <<<----- ВОТ ОН ГАД ТАКОЙ
cubeToPlase.position,
Quaternion.identity) as GameObject;
newCube.transform.SetParent(allCubes.transform);
nowCube.setVector(cubeToPlase.position);
allCubesPositions.Add(nowCube.getVector());
SpawnPositions();
}
}
IEnumerator ShowCubePlace() {
while (true) {
SpawnPositions();
yield return new WaitForSeconds(cubeChangePlaceSpeed);
}
}
private void SpawnPositions() {
List<Vector3> positions = new List<Vector3>();
if (IsPositionEmpty(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z))
&& nowCube.x + 1 != cubeToPlase.position.x)
positions.Add(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z))
&& nowCube.x - 1 != cubeToPlase.position.x)
positions.Add(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z))
&& nowCube.y + 1 != cubeToPlase.position.y)
positions.Add(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z))
&& nowCube.y - 1 != cubeToPlase.position.y)
positions.Add(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1))
&& nowCube.z + 1 != cubeToPlase.position.z)
positions.Add(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z - 1))
&& nowCube.z - 1 != cubeToPlase.position.z)
positions.Add(new Vector3(nowCube.x, nowCube.y, nowCube.z - 1));
cubeToPlase.position = positions[UnityEngine.Random.Range(0, positions.Count)];
}
private bool IsPositionEmpty(Vector3 targetPos) {
if (targetPos.y == 0)
return false;
foreach (Vector3 pos in allCubesPositions) {
if (pos.x == targetPos.x && pos.y == targetPos.y && pos.z == targetPos.z)
return false;
}
return true;
}
}
struct CubePos {
public int x, y, z;
public CubePos(int x, int y, int z) {
this.x = x;
this.y = y;
this.z = z;
}
public Vector3 getVector() {
return new Vector3(x, y, z);
}
public void setVector(Vector3 pos) {
x = Convert.ToInt32(pos.x);
y = Convert.ToInt32(pos.y);
z = Convert.ToInt32(pos.z);
}
}