Ошибка в том, что ты криво скопировал код, и объявление структуры
struct CubePos
отделилось от определения.
Вот попытался исправить:
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class GameController: MonoBehaviour {
public float cubeChangePlaceSpeed = 0.5f;
public Transform cubeToPlace;
private List<Vector3> allCubesPosition = new List {
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(-1, 0, 0),
new Vector3(0, 1, 0),
new Vector3(0, 0, 0),
new Vector3(-1, 0, -1),
new Vector3(1, 0, 1),
new Vector3(0, 0, -1),
new Vector3(1, 0, -1),
}
private void Start() {
StartCoroutine(ShowCubePlace());
}
IEnumerator ShowCubePlace() {
while (true) {
SpawnPosition();
yield return new WaitForSeconds(cubeChangePlaceSpwwd)
}
}
private void SpawnPosition() {
List position = new List();
if (IsPositionEmpty(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z))) position.Add(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z))) position.Add(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z))) position.Add(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z))) position.Add(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1))) position.Add(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1));
if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z - 1))) position.Add(new Vector3(nowCube.x, nowCube.y, nowCube.z - 1));
cubeToPlace.position = position[UnityEngineRandom.Range(0, positions.Count)]
}
private bool IsPositionEmpty(Vector3 targetPos) {
if (targetPos.y == 0) return false;
foreach(Vector3 pos in allCubesPositions) {
if (pos.x == targetPos.x && pos.y == targetPos.y && pos.z == targetPos.z) return false;
}
return true;
}
}
// CubePos удалил, тк он не используется, и смысла в нём нет