Assets\jiaoben1\tupianlunhuan.cs(19,54): error CS1503: Argument 1: cannot convert from 'UnityEngine.GameObject' to 'UnityEngine.SpriteRenderer'
时间: 2024-02-09 21:11:07 浏览: 155
这个错误是因为第19行的代码中,你传递的参数类型不正确,需要将参数类型改为SpriteRenderer。示例代码中的FadeOutImage和FadeInImage协程都是针对SpriteRenderer类型的,而你传递的参数image1是一个GameObject类型的。你需要将image1转换为它的SpriteRenderer组件才能使用它来控制图片的渐隐渐现效果。修改后的代码如下:
```csharp
using UnityEngine;
using System.Collections;
public class ImageFade : MonoBehaviour
{
public GameObject image1;
public SpriteRenderer image2;
public SpriteRenderer image3;
public float fadeSpeed = 0.5f;
public float delayTime = 1.0f;
IEnumerator Start()
{
SpriteRenderer image1Renderer = image1.GetComponent<SpriteRenderer>();
while (true)
{
// 图片1渐隐
yield return StartCoroutine(FadeOutImage(image1Renderer));
// 图片2渐显
yield return StartCoroutine(FadeInImage(image2));
// 等待一段时间
yield return new WaitForSeconds(delayTime);
// 图片2渐隐
yield return StartCoroutine(FadeOutImage(image2));
// 图片3渐显
yield return StartCoroutine(FadeInImage(image3));
// 等待一段时间
yield return new WaitForSeconds(delayTime);
// 图片3渐隐
yield return StartCoroutine(FadeOutImage(image3));
// 图片1渐显
yield return StartCoroutine(FadeInObject(image1));
// 等待一段时间
yield return new WaitForSeconds(delayTime);
}
}
IEnumerator FadeOutImage(SpriteRenderer image)
{
Color color = image.color;
while (color.a > 0)
{
color.a -= Time.deltaTime * fadeSpeed;
image.color = color;
yield return null;
}
color.a = 0;
image.color = color;
}
IEnumerator FadeInImage(SpriteRenderer image)
{
Color color = image.color;
while (color.a < 1)
{
color.a += Time.deltaTime * fadeSpeed;
image.color = color;
yield return null;
}
color.a = 1;
image.color = color;
}
IEnumerator FadeInObject(GameObject obj)
{
obj.SetActive(true);
SpriteRenderer image = obj.GetComponent<SpriteRenderer>();
Color color = image.color;
while (color.a < 1)
{
color.a += Time.deltaTime * fadeSpeed;
image.color = color;
yield return null;
}
color.a = 1;
image.color = color;
}
IEnumerator FadeOutObject(GameObject obj)
{
SpriteRenderer image = obj.GetComponent<SpriteRenderer>();
Color color = image.color;
while (color.a > 0)
{
color.a -= Time.deltaTime * fadeSpeed;
image.color = color;
yield return null;
}
color.a = 0;
image.color = color;
obj.SetActive(false);
}
}
```
在这个修改后的代码中,我们在Start协程中获取了image1的SpriteRenderer组件,并将其作为参数传递给FadeOutImage协程。这样就可以正确地控制image1的渐隐渐现效果。
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