错误CS0117:'EditorUtility'不包含'RequestScriptReload'的定义]] << [

问题描述 投票:-2回答:1
[团结,我不断遇到这个不断困扰我的错误,我试图删除软件包以留下其中一个错误,并且这种错误不断发生,我现在正在使用团结引擎来开发游戏,并且这些错误是给我一个很大的痛苦,这是有人要的代码,除了这个我真的没有别的什么要写了,stackoverlow不允许我发布,因为它太短了

using System; using System.IO; using UnityEngine; namespace UnityEditor.SettingsManagement { /// <inheritdoc /> /// <summary> /// A settings repository that stores data local to a Unity project. /// </summary> [Serializable] public sealed class PackageSettingsRepository : ISettingsRepository { const string k_PackageSettingsDirectory = "ProjectSettings/Packages"; const bool k_PrettyPrintJson = true; bool m_Initialized; [SerializeField] string m_Name; [SerializeField] string m_Path; [SerializeField] SettingsDictionary m_Dictionary = new SettingsDictionary(); /// <summary> /// Constructor sets the serialized data path. /// </summary> /// <param name="package"> /// The package name. /// </param> /// <param name="name"> /// A name for this settings file. Settings are saved in `ProjectSettings/Packages/{package}/{name}.json`. /// </param> public PackageSettingsRepository(string package, string name) { m_Name = name; m_Path = GetSettingsPath(package, name); m_Initialized = false; AssemblyReloadEvents.beforeAssemblyReload += Save; EditorApplication.quitting += Save; } void Init() { if (m_Initialized) return; m_Initialized = true; if (File.Exists(path)) { m_Dictionary = null; var json = File.ReadAllText(path); EditorJsonUtility.FromJsonOverwrite(json, this); if(m_Dictionary == null) m_Dictionary = new SettingsDictionary(); } } /// <value> /// This repository implementation is relevant to the Project scope. /// </value> /// <inheritdoc cref="ISettingsRepository.scope"/> public SettingsScope scope { get { return SettingsScope.Project; } } /// <value> /// The full path to the settings file. /// This corresponds to `Unity Project/Project Settings/Packages/com.unity.package/name`. /// </value> /// <inheritdoc cref="ISettingsRepository.path"/> public string path { get { return m_Path; } } /// <summary> /// The name of this settings file. /// </summary> public string name { get { return m_Name; } } // Cannot call FindFromAssembly from a constructor or field initializer // static string CreateSettingsPath(Assembly assembly, string name) // { // var info = PackageManager.PackageInfo.FindForAssembly(assembly); // return string.Format("{0}/{1}/{2}.json", k_PackageSettingsDirectory, info.name, name); // } /// <summary> /// Get a path for a settings file relative to the calling assembly package directory. /// </summary> /// <param name="packageName">The name of the package requesting this setting.</param> /// <param name="name">An optional name for the settings file. Default is "Settings."</param> /// <returns>A package-scoped path to the settings file within Project Settings.</returns> public static string GetSettingsPath(string packageName, string name = "Settings") { return string.Format("{0}/{1}/{2}.json", k_PackageSettingsDirectory, packageName, name); } /// <summary> /// Save all settings to their serialized state. /// </summary> /// <inheritdoc cref="ISettingsRepository.Save"/> public void Save() { Init(); if (!File.Exists(path)) { var directory = Path.GetDirectoryName(path); Directory.CreateDirectory(directory); } #if UNITY_2019_3_OR_NEWER if (!AssetDatabase.IsOpenForEdit(path)) { if (!AssetDatabase.MakeEditable(path)) { Debug.LogWarning($"Could not save package settings to {path}"); return; } } #endif try { File.WriteAllText(path, EditorJsonUtility.ToJson(this, k_PrettyPrintJson)); } catch (UnauthorizedAccessException) { Debug.LogWarning($"Could not save package settings to {path}"); } } /// <summary> /// Set a value for key of type T. /// </summary> /// <param name="key">The settings key.</param> /// <param name="value">The value to set. Must be serializable.</param> /// <typeparam name="T">Type of value.</typeparam> /// <inheritdoc cref="ISettingsRepository.Set{T}"/> public void Set<T>(string key, T value) { Init(); m_Dictionary.Set<T>(key, value); } /// <summary> /// Get a value with key of type T, or return the fallback value if no matching key is found. /// </summary> /// <param name="key">The settings key.</param> /// <param name="fallback">If no key with a value of type T is found, this value is returned.</param> /// <typeparam name="T">Type of value to search for.</typeparam> /// <inheritdoc cref="ISettingsRepository.Get{T}"/> public T Get<T>(string key, T fallback = default(T)) { Init(); return m_Dictionary.Get<T>(key, fallback); } /// <summary> /// Does the repository contain a setting with key and type. /// </summary> /// <param name="key">The settings key.</param> /// <typeparam name="T">The type of value to search for.</typeparam> /// <returns>True if a setting matching both key and type is found, false if no entry is found.</returns> /// <inheritdoc cref="ISettingsRepository.ContainsKey{T}"/> public bool ContainsKey<T>(string key) { Init(); return m_Dictionary.ContainsKey<T>(key); } /// <summary> /// Remove a key value pair from the settings repository. /// </summary> /// <param name="key"></param> /// <typeparam name="T"></typeparam> /// <inheritdoc cref="ISettingsRepository.Remove{T}"/> public void Remove<T>(string key) { Init(); m_Dictionary.Remove<T>(key);

团结一致,我不断遇到这个不断困扰我的错误,我试图删除软件包以留下这些错误之一,并且这种错误不断发生,我现在正在使用团结开发游戏...
unity3d
1个回答
2
投票
根据'RequestScriptReload'的定义:
© www.soinside.com 2019 - 2024. All rights reserved.