C# Compiler Error
CS0117 – ‘type’ does not contain a definition for ‘identifier’
Reason for the Error
This error can be seen when you are trying to reference an identifier that does not exist for that type. An example of this when you are trying to access a member using base. where the identifier doesnot exist in the base class.
For example, the below C# code snippet results with the CS0117 error because the the identifier Field1 is accesses using base.Field1 but it doesnot exist in the base class “Class1”.
namespace DeveloperPublishNamespace { public class Class1 { } public class Class2 : Class1 { public Class2() { base.Field1 = 1; } } public class DeveloperPublish { public static void Main() { } } }
Error CS0117 ‘Class1’ does not contain a definition for ‘Field1’ ConsoleApp1 C:UsersSenthilsourcereposConsoleApp1ConsoleApp1Program.cs 11 Active
Solution
To fix the error code CS0117, remove the references that you are trying to make which is not defined in the base class.
Содержание
- Как исправить ошибки CS0117 и CS0122?
- Ошибка CS0117 в Unity.
- Ошибка CS0117 в Unity.
Как исправить ошибки CS0117 и CS0122?
По туториалу собираю Tower Defence на Unity для себя и на моменте создания скрипта для башен получаю ошибки CS0117 и CS0122.
Туториал супер наглядный, там просто пишется код и дополнительно объясняется что к чему.
По итогу его написания у человека все работает, у меня ошибки.
Дословно выглядят они так:
1) AssetsScriptsTower.cs(26,41): error CS0117: ‘Enemies’ does not contain a definition for ‘enemies’
2) AssetsScriptsTower.cs(51,21): error CS0122: ‘Enemy.takeDamage(float)’ is inaccessible due to its protection level
- Вопрос задан 13 мая 2022
- 166 просмотров
Простой 1 комментарий
1 — у тебя в классе Enemies нет члена enemies. Возможно его нет совсем, а возможно у тебя опечатка.
2 — у тебя в классе Enemy есть метод takeDamage, но он не публичный
PS: На будущее:
— отмечай комментарием, на какой именно строке сработала ошибка
— не забывай заворачивать код в тег — это сильно упростит чтение для тех, кто попробует решить твой вопрос
— перед тем как задавать вопрос — попробуй загуглить в чём суть ошибки, и попробуй сам решить (CS0117, CS0122)
— перед тем как начинать писать на юнити, лучше всё-таки хоть самые основы C# изучить. Тут как в математике — без понимания простых вещей, ты гарантированно не сможешь понять сложные вещи.
Источник
Ошибка CS0117 в Unity.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class движение : MonoBehaviour
<
public float speed;
public float jumpForce;
public float moveInput;
public Joystick joystick;
private Rigidbody2D rb;
private bool facingRight = true;
private bool isGrounded;
public Transform feetPos;
public float checkRadius;
public LayerMask whatIsGround;
private void Start()
<
rb = GetComponent ();
>
private void FixedUpdate()
<
moveInput = joystick.Horizontal;
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
if(facingRight == false && moveInput > 0)
<
Flip();
>
else if(facingRight == true && moveInput = .5f)
<
rb.velocity = Vector2.up * jumpForce;
>
>
void OnCollisionEnter2D(Collision2D shit)
<
if (shit.gameObject.tag == «враг»)
<
ReloadFuckingLevel ();
>
>
void ReloadFuckingLevel()
<
Application.LoadLevel (Application.loadLevel); //здесь ошибка
>
void Flip()
<
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
>
>
cs(63,44): error CS0117: ‘Application’ does not contain a definition for ‘loadLevel’ это целиком ошибка. Помогите пожалуйста.
Источник
Ошибка CS0117 в Unity.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class движение : MonoBehaviour
<
public float speed;
public float jumpForce;
public float moveInput;
public Joystick joystick;
private Rigidbody2D rb;
private bool facingRight = true;
private bool isGrounded;
public Transform feetPos;
public float checkRadius;
public LayerMask whatIsGround;
private void Start()
<
rb = GetComponent ();
>
private void FixedUpdate()
<
moveInput = joystick.Horizontal;
rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
if(facingRight == false && moveInput > 0)
<
Flip();
>
else if(facingRight == true && moveInput = .5f)
<
rb.velocity = Vector2.up * jumpForce;
>
>
void OnCollisionEnter2D(Collision2D shit)
<
if (shit.gameObject.tag == «враг»)
<
ReloadFuckingLevel ();
>
>
void ReloadFuckingLevel()
<
Application.LoadLevel (Application.loadLevel); //здесь ошибка
>
void Flip()
<
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
>
>
cs(63,44): error CS0117: ‘Application’ does not contain a definition for ‘loadLevel’ это целиком ошибка. Помогите пожалуйста.
Источник
an error shows i cant make the build in unity 2018.3.8
i try to copy all assets to another folder but still error show
i am really stuck to resolve it
LibraryPackageCachecom.unity.postprocessing@2.0.3-previewPostProcessingRuntimePostProcessManager.cs(424,66): error CS0117: ‘EditorSceneManager’ does not contain a definition for ‘IsGameObjectInScene’
asked Jun 16, 2019 at 18:05
Multiple people already had that issue. It seems that it points to an outdated file from PostProcssing version 2.0.3
E.g. in this thread they solved it by
To fix this, you can delete
Library/PackageCache/
the post processing folder
or
updating the «Post Processing» package to the verified version in the package manager fixed it.
Currently it should be version 2.1.7
and since the entry already exists in the documentation (the https://docs.unity3d.com/Packages/com.unity.postprocessing@latest/index.html points to https://docs.unity3d.com/Packages/com.unity.postprocessing@2.2 which currently still is a dead link) it seems that soon there might come out a version 2.2
In general errors regarding the Library
folder often are caused by updating the project to a newer Unity version. In most cases those are simply solved by closing Unity, delete the entire Library
folder and re-open the project in Unity. The Library
folder is one of the folders Unity completely generates dynamically and therefore can be removed without any concerns as also mentioned here
answered Jun 17, 2019 at 4:54
derHugoderHugo
77.4k9 gold badges67 silver badges105 bronze badges
2
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Comments
I am upgrading from Google Play Services from v 0.9.01 to 0.9.20 in unity 4.5, but I am getting this error Assets/GooglePlayGames/Editor/GPGSPostBuild.cs(41,39): error CS0117: UnityEditor.BuildTarget' does not contain a definition for
iOS’
I am developing for android not IOS, any idea how to fix this?
I solved this problem by installing the latest Unity3d. But still unable to get the google play services setup on the main menu of the editor.
After you updated, can you remove the GooglePlayGames folder in the Assets folder, and reimport the package? The menus should be under Windows/Google Play Games. (We moved them recently to be a better citizen of the Unity editor). If they don’t show up, there must be still some errors in the console?
yes found it, it is under Windows/Google Play Games. I did not delete the GooglePlayGames folder. using the 0.9.20 version as it is. I deleted the old version 0.9.01 completely with all its files and folders before importing the new one. Thanks claywilkinson
well google play games for pc? i have tried because i have the same issue but:
error CS0117: ‘BuildTarget’ does not contain a definition for ‘GameCoreXboxSeries’
but i dont have that windows/googlePlayGames folder.
appreciate your help.
У меня тожа такая ошибка
ошибка CS0117: «buildTarget» не содержит определения для «GameCoreXboxSeries»
Сейчас пробую обновить до новой версии, может поможет.
Если кто-то знает решение напишите пожалуйста!
Решил вопрос.
Установил новую версию Unity запустил проект на ней
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Question
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C# code:
using Android.App; using Android.Widget; using Android.OS; using Android.Support.V7.App; namespace SimpleCalc { [Activity(Label = "@string/app_name", Theme = "@style/AppTheme", MainLauncher = true)] public class MainActivity : AppCompatActivity { TextView txtNumber; int number; protected override void OnCreate(Bundle savedInstanceState) { base.OnCreate(savedInstanceState); // Set our view from the "main" layout resource SetContentView(Resource.Layout.activity_main); txtNumber = FindViewById<TextView>(Resource.Id.txtNumber); FindViewById<Button>(Resource.Id.btnIncrement).Click += (o, e) => txtNumber.Text = (++number).ToString(); FindViewById<Button>(Resource.Id.btnDecrement).Click += (o, e) => txtNumber.Text = (--number).ToString(); } } }
AXML:
<?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:app="http://schemas.android.com/apk/res-auto" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent"> <TextView android:text="0" android:textSize="50sp" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_marginTop="20dp" android:layout_marginBottom="20dp" android:gravity="center" android:id="@+id/txtNumber" /> <Button android:text="Add" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_below="@id/textView1" android:id="@+id/btnIncrement" /> <Button android:text="Subtract" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_below="@id/button1" android:id="@+id/btnDecrement" /> </RelativeLayout>
Answers
-
Save .axml & Build Project Again.
-
Marked as answer by
Wednesday, May 9, 2018 12:23 PM
-
Marked as answer by