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Warning: Type conflicts with the imported type

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I can't wrap my head around this warning, and I'm not sure if it's actually important but I'm trying to find out. I've scoured the forums and couldn't find a solution that works in my case, though it's likely that's due to my lack of understanding of the issue. From what I understand, the error is usually caused when referencing the containing class when declaring a variable, but this class doesn't reference itself. Capitalization/renaming was mentioned a bunch but if I rename the struct I need to rename the list, etc, so that doesn't work as a solution. ---------- Any help pointing me towards a solution would be seriously appreciated, everything in the project works fine but having warnings is never a nice thing, especially without understanding them. Here's the warning and the class throwing the errors: ---------- > 'The type 'DevShortcutItem' in '/Users/Orion/Game Development/Parabola/Assets/Parabola/Code/Developer/DevShortcutDisplay.cs' conflicts with the imported type 'DevShortcutItem' in 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. Using the type defined in '/Users/Orion/Game Development/Parabola/Assets/Parabola/Code/Developer/DevShortcutDisplay.cs'. [Assembly-CSharp-Editor]' ---------- public class DevShortcutDisplay : MonoBehaviour { // Some Other Variables public List Shortcuts = new List(); Rect windowRect = new Rect(80, 55, 250, 240); List shortcutString; void Start() { shortcutString = new List(); foreach (DevShortcutItem item in Shortcuts) { shortcutString.Add(Reveal + " + '" + item.Key + "' to " + item.Description); } } void OnGUI() { GUI.backgroundColor = Color.black; if (!HiddenByDefault || Input.GetKey(Reveal)) { GUI.skin.font = DefaultFont; windowRect = GUILayout.Window(0, windowRect, CreateWindow, "Shortcuts"); } } void CreateWindow(int windowID) { for (int i = 0; i < Shortcuts.Count; i++) { if (Input.GetKey(Shortcuts[i].Key)) { GUI.skin.font = HighlightFont; GUILayout.Label(shortcutString[i]); Shortcuts[i].Event.Invoke(); } else { GUI.skin.font = DefaultFont; GUILayout.Label(shortcutString[i]); } } } } [Serializable] public struct DevShortcutItem { public KeyCode Key; public string Description; public UnityEvent Event; }

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