質問編集履歴
3
まだまだ初心者でした
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### 現状
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外部ファイルで文字列を保存したいのですが、
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外部ファイルで文字列を保存したいのですが、
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```C#
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private string DetaPath = Application.dataPath + "/original_data.txt";
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```
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このパス
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このパスを変数に代入するコードを追加した際にエラーが出ました。
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このコードを追加したスクリプト全体はこちらです。
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```using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using System.Text;
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using UnityEngine.UI;
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using TMPro;
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using System.IO;
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public class Controller : MonoBehaviour {
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public static bool play;
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static public int SphereID;
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static public bool select;
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static public bool playstart;
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static public bool HotbarButtonselect;
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static public Vector2 Pos;
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static public bool locking;
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static public int[] hotID = new int[8];
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static public int writehotID;
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static public int stage = 1;
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static public bool Clear;
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static public bool stop;
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static public bool stopnow = false;
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static public bool resumenow =false;
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[SerializeField]
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static public float sensitivity = 0.2f;
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static public bool GameOver;
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public GameObject FAILED;
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public GameObject CLEAR;
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static public bool showCursor;
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static public bool hideCursor;
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public Text Pkey_text;
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static public bool actionnow;
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static public float nowtimeScale;
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public TextMeshProUGUI Text_Source;
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static public string WarningText;
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static public string TargetScene;
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public GameObject MenuObj;
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static public bool OpenTheMenu = false;
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// Use this for initialization
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static public bool OpenTheTestData;
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static public string GameOverLog;
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public Text FAILEDInfoText;
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//DataBase_Start-------------------------------------------------------------------------------------------------------------------------------------
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public GameObject ConfilmObj;
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static public List<int> IDData = new List<int>();
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static public List<Vector3> PositionData = new List<Vector3>();
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static public List<Quaternion> RotationData = new List<Quaternion>();
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static public List<GameObject> Targets = new List<GameObject>();
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static public List<bool> Destroyed = new List<bool>();
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static public int TotalBlocks;
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static public bool editOK;
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public string[] Display_Data = { "_FALIED", "F_AILED", "FA_IELD", "FAI_LED", "FAIL_ED", "FAILE_D", "FAILED_" };
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private string DataPath = Application.dataPath + "/original_data.txt";
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string SaveData;
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//DataBase_End---------------------------------------------------------------------------------------------------------------------------------------
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// Use this for initialization
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void Start () {
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showCursor = false;
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hideCursor = true;
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actionnow = false;
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nowtimeScale = 1;
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GameOver = false;
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playstart = false;
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stop = false;
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play = false;
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TotalBlocks = 0;
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SphereID = 0;
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select = false;
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HotbarButtonselect = false;
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locking = false;
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Clear = false;
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StartCoroutine(SwitchText());
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ImportantSceneButton.ConfilmObj = ConfilmObj;
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OpenTheTestData = false;
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editOK = true;
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}
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// Update is called once per frame
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void Update()
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{
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//Tehon----------------------------------------------------------
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if (Input.GetKeyDown("t"))
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{
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if (OpenTheTestData == false)
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{
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editOK = false;
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OpenTheTestData = true;
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foreach (GameObject Target in Targets)
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{
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Destroy(Target);
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}
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}
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else
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{
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editOK = true;
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OpenTheTestData = false;
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for(int i = 0;i <= 100; i++)
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{
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if (Destroyed[i] == false)
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{
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GameObject Prefab = Instantiate(RayScript.DataObj[IDData[i]], PositionData[i], RotationData[i]) as GameObject;
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Prefab.name = Convert.ToString(i);
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Targets.Insert(i, Prefab);
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}
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else
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{
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Targets.Insert(i, null);
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}
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}
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}
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}
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//Save-----------------------------------------------------
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if (Input.GetKeyDown("s"))
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{
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JSONvar vardatas = new JSONvar();
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vardatas.IDData = IDData;
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vardatas.PositionData = PositionData;
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vardatas.RotationData = RotationData;
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vardatas.Targets = Targets;
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vardatas.Destroyed = Destroyed;
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SaveData = JsonUtility.ToJson(vardatas);
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Debug.Log(SaveData);
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File.WriteAllText(DataPath, SaveData, System.Text.Encoding.UTF8);
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}
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if (Input.GetKeyDown("o"))
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{
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JSONvar roaddata = JsonUtility.FromJson<JSONvar>(SaveData);
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IDData = roaddata.IDData;
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PositionData = roaddata.PositionData;
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RotationData = roaddata.RotationData;
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Targets = roaddata.Targets;
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Destroyed = roaddata.Destroyed;
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}
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//play----------------------------------------------------
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if (Input.GetKeyDown("p") && actionnow == false)
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{
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if (play == false)
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{
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play = true;
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stop = false;
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resumenow = true;
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nowtimeScale = 1;
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playstart = true;
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GameObject[] Spawners = GameObject.FindGameObjectsWithTag("Spawner");
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foreach (GameObject Spawner in Spawners)
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{
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Spawner.GetComponent<Spawn>().Spawner();
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}
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}
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else if (play == true)
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{
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ResetGame();
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}
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}
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//menu-----------------------------------------------------------------------
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if (Input.GetKeyDown("m"))
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{
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if (MenuObj.activeSelf)
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{
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MenuObj.SetActive(false);
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hideCursor = true;
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actionnow = false;
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}
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else
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{
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MenuObj.SetActive(true);
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showCursor = true;
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actionnow = true;
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}
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}
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if (play)
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{
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Pkey_text.text = "中断";
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}
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else
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{
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Pkey_text.text = "スタート";
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}
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if (stopnow && play == true)
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{
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stopnow = false;
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Time.timeScale = 0;
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}
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else if (resumenow)
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{
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resumenow = false;
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Time.timeScale = nowtimeScale;
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}
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if (showCursor == true)
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{
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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locking = true;
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showCursor = false;
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}
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else if (hideCursor == true)
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{
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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locking = false;
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hideCursor = false;
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}
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if(GameOver == true)
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{
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FAILED.SetActive(true);
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Controller.GameOver = true;
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Controller.showCursor = true;
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Controller.actionnow = true;
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FAILEDInfoText.text = GameOverLog;
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}
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}
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public void RetryButton()
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{
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FAILED.SetActive(false);
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CLEAR.SetActive(false);
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ResetGame();
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hideCursor = true;
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GameOver = false;
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actionnow = false;
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Clear = false;
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TotalBlocks = 0;
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SphereID = 0;
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}
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void ResetGame()
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{
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play = false;
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GameObject[] destroys = GameObject.FindGameObjectsWithTag("Player");
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foreach (GameObject destroy in destroys)
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{
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Destroy(destroy);
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}
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GameObject[] Dummys = GameObject.FindGameObjectsWithTag("Dummy");
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foreach (GameObject Dummy in Dummys)
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{
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Destroy(Dummy);
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}
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stop = false;
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resumenow = true;
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nowtimeScale = 1;
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GameObject[] Spawners = GameObject.FindGameObjectsWithTag("Spawner");
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foreach (GameObject Spawner in Spawners)
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{
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Spawner.GetComponent<Spawn>().Reset();
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}
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}
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IEnumerator SwitchText()
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{
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while (true)
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{
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for (int i = 0; i <= Display_Data.Length - 1; i++)
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{
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Text_Source.SetText(Display_Data[i]);
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yield return new WaitForSeconds(1f);
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}
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}
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}
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}
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コード
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270
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```
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7
271
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エラーは
|
8
272
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```ここに言語を入力
|
9
273
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UnityException: get_dataPath is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'Controller' on game object 'GameCon (1)'.
|
1
エラーコード加筆
title
CHANGED
File without changes
|
body
CHANGED
@@ -4,5 +4,18 @@
|
|
4
4
|
private string DetaPath = Application.dataPath + "/original_data.txt";
|
5
5
|
```
|
6
6
|
このパス指定のコードを追加した際にエラーが出ました。
|
7
|
+
エラーは
|
8
|
+
```ここに言語を入力
|
9
|
+
UnityException: get_dataPath is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'Controller' on game object 'GameCon (1)'.
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10
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See "Script Serialization" page in the Unity Manual for further details.
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11
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Controller..ctor () (at Assets/Scouse/Controller.cs:54)
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12
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```
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13
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+
と
|
14
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+
```ここに言語を入力
|
15
|
+
UnityException: get_dataPath is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'Controller' on game object 'GameCon (1)'.
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16
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See "Script Serialization" page in the Unity Manual for further details.
|
17
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+
Controller..ctor () (at Assets/Scouse/Controller.cs:54)
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18
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+
```
|
19
|
+
が何度も出てきます
|
7
20
|
書き方に問題があるはずなのですが、何がいけないんでしょうか。
|
8
21
|
分かる方が見たらすぐわかると思いますが、数時間調べてもわかりませんでした、誰か回答お願いします。
|