在Unity中遇到“argumentexception: an item with the same key has already been added”这个错误,通常意味着你在尝试向一个集合(如Dictionary)中添加一个已经存在的键。以下是一些解决这个问题的步骤和建议: 1. 理解ArgumentException异常原因 ArgumentException异常在尝试向
// Add a new menu item with hotkey CTRL-G [MenuItem("Tools/Item %g")] private static void NewNestedOption() { } // Add a new menu item with hotkey G [MenuItem("Tools/Item2 _g")] private static void NewOptionWithHotkey() { } 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11....
//API public MenuItem(string itemName); public MenuItem(string itemName, bool isValidateFunction); public MenuItem(string itemName, bool isValidateFunction, int priority); 1. 2. 3. 4. itemName: 路径加快捷键 "GameObject/Do Something" + " " + "$hotkey" isValidateFunction: 如果为true,...
I have two arrays. The first comes directly from my original data. Each item is a point for a timeline. returns I have a second array that gets all the unique years from that array. returns How can I ... i created a table with compoite primary key(assign to two columns) and craed...
}// Add a new menu item with hotkey G[MenuItem("Tools/Item2 _g")]privatestaticvoidNewOptionWithHotkey() { } 使用了快捷键的菜单项将显示用于启动它们的快捷键,示例如下: 注意:这里没有验证重复的快捷键,如果定义了多个相同的快捷键,那么也只有一个菜单项被调用。
I have two arrays. The first comes directly from my original data. Each item is a point for a timeline. returns I have a second array that gets all the unique years from that array. returns How can I ... i created a table with compoite primary key(assign to two columns) and craed...
檢查具有多個繼承層級的類型時,此診斷可能會失敗,並顯示下列訊息:warning AD0001: Analyzer 'Microsoft.Unity.Analyzers.MessageSignatureAnalyzer' threw an exception of type 'System.ArgumentException' with message 'An item with the same key has already been added。
ArgumentException: An element with the same key already exists in the dictionary. 1. 删除battle按钮的OnPushPanel()注册 2. 发现是因为在GetBasePanel()实例化一个panel后,出现判断错误 如: 前三句:在GameRoot中执行PushPanel(MainMenuPanel); 中间三局:点击TaskButton ...
Data Tag: This is a unique identifier for the GameObject, used by the manager to link data to that GameObject. It can be anything: some built-in components use an auto-generated Unique ID, but it could also be a manually typed name, like "Zone_3_key" or "Quest_Item_Card". Persisten...
// step2 has an attribute with index 2, so will be called after step1 [OnOpenAssetAttribute(2)] public static bool step2(int instanceID, int line) { Debug.Log("Open Asset step: 2 ("+instanceID+")"); return false; // we did not handle the open ...