C# Unity 2D(空引用异常)
我正在制作一个基于超级箱子设计的游戏:玩家与箱子碰撞,它选择了一个随机武器。C# Unity 2D(空引用异常),c#,unity3d,C#,Unity3d,我正在制作一个基于超级箱子设计的游戏:玩家与箱子碰撞,它选择了一个随机武器。 问题是,当我再次使用另一支枪射击时,如果霰弹枪子弹处于活动状态,我会得到异常(很明显,我会在稍后使子弹消失,但即使子弹消失,问题也会发生) 我需要很快地按下这个键,这样才会发生异常,所以我假设只有当猎枪子弹处于活动状态时才会发生异常 例外情况: 玩家拿起猎枪 玩家射击子弹(子弹在测试中不会消失) 玩家拿起另一支枪 当bullet仍处于活动状态时,玩家再次按下control键以发射bullet=>异常 发生异常的行是
问题是,当我再次使用另一支枪射击时,如果霰弹枪子弹处于活动状态,我会得到异常(很明显,我会在稍后使子弹消失,但即使子弹消失,问题也会发生) 我需要很快地按下这个键,这样才会发生异常,所以我假设只有当猎枪子弹处于活动状态时才会发生异常 例外情况:
- 玩家拿起猎枪
- 玩家射击子弹(子弹在测试中不会消失)
- 玩家拿起另一支枪
- 当bullet仍处于活动状态时,玩家再次按下control键以发射bullet=>异常
Transform-camerattransform=player.Transform的第一个实例代码>
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
public class FireGun : MonoBehaviour
{
//used to hold the guns user is currently holding
public List Guns = new List();
//to acceess pickupbx
public PickupBx pbx;
//holds the current name weapon user is holding
private string weaponFireType;
//this will get the bullet prefab
public GameObject BulletPrefab;
public GameObject shotGunBulletPrefab;
//bullet position on player
public GameObject bulletPosition;
public GameObject shotgunBulletPosition;
//the player
public GameObject player;
//this is the bullet that will be instantiated in scene (rpg/machine gun)
public GameObject bulletInScene;
//this is for the shotgun bullet that will be instantiated
public GameObject ShotgunBulletInScene;
//used to make shooty shoot once every few seconds
private bool shootShottyOnce = false;
void Start()
{
pbx = GetComponent();
}
// Update is called once per frame
void Update()
{
if (GetComponent().flipX == true)
{
bulletPosition.transform.position = new Vector2(-92, 0);
}
else if (GetComponent().flipX == false)
{
bulletPosition.transform.position = new Vector2(92, 0);
}
AddObjectToList(pbx.guns, Guns);
checkWeaponType();
}
//this method will loop through the gameobjects in pbxguns list (first parameter is the guns list in the pickupBx script), (myList is the list in this script)_
void AddObjectToList(List pbxGunsList, List myList)
{
//loop through all gaeobjects in the pbxGunsList list
foreach (GameObject go in pbxGunsList)
{
//if this list in this script doesn't contain the gameObjects from the other script
if (!myList.Contains(go))
{
//clear the list to make sure we don't get duplicates and have weapons in one 1 element
myList.Clear();
//add the gun to our list
myList.Add(go);
}
}
}
//check weapon the player is holding
void checkWeaponType()
{
//loop through the guns and set the string to weapon player is currently holding
for (int i = 0; i < Guns.Count; i++)
{
if (Guns[i].name == "weapons_0(Clone)")
{
weaponFireType = "MachineGun";
}
else if (Guns[i].name == "weapons_1(Clone)")
{
weaponFireType = "Shotgun";
}
else if (Guns[i].name == "weapons_2(Clone)")
{
weaponFireType = "RPG";
}
}
//check if user pressed key and check that guns is not empty ( reason shotgun is inputed here is because the shotgun will shoot differently to the other guns
if (Input.GetKeyDown(KeyCode.LeftControl) && Guns.Count != 0 && weaponFireType != "Shotgun")
{
//make a new gameObject which will hold the bullet in the scene it will instantiate a bullet at the position of the bulletPosition empty gameObject.
bulletInScene = (GameObject)Instantiate(BulletPrefab, bulletPosition.transform.position, Quaternion.identity);
//the transform of the player
Transform cameraTransform = player.transform;
//Makes the player the parent of the GameObject currentGun
bulletInScene.transform.SetParent(cameraTransform, false);
}
if (Input.GetKeyDown(KeyCode.LeftControl) && weaponFireType == "Shotgun")
{
ShotgunBulletInScene = (GameObject)Instantiate(shotGunBulletPrefab, shotgunBulletPosition.transform.position, Quaternion.identity);
//the transform of the player
Transform cameraTransform = player.transform;
//Makes the player the parent of the GameObject currentGun
ShotgunBulletInScene.transform.SetParent(cameraTransform, false);
}
foreach (Transform t in transform)
{
if (bulletInScene != null)
{
if (t.name.Contains("Bullet1(Clone)"))
{
transform.Find("Bullet1(Clone)").transform.parent = null;
if (GetComponent().flipX == true && weaponFireType == "MachineGun")
bulletInScene.GetComponent().AddForce(Vector2.left * 7500);
if (GetComponent().flipX == false && weaponFireType == "MachineGun")
bulletInScene.GetComponent().AddForce(Vector2.right * 7500);
if (GetComponent().flipX == true && weaponFireType == "RPG")
bulletInScene.GetComponent().AddForce(Vector2.left * 4500);
if (GetComponent().flipX == false && weaponFireType == "RPG")
bulletInScene.GetComponent().AddForce(Vector2.right * 4500);
}
}
}
foreach (Transform t in transform)
{
if(ShotgunBulletInScene != null)
{
if (t.name.Contains("ShotgunBullet1(Clone)"))
{
Debug.Log("shotty test");
if (shootShottyOnce == false)
{
StartCoroutine(DestroyShottyBullet());
}
}
}
}
}
IEnumerator DestroyShottyBullet()
{
shootShottyOnce = true;
yield return new WaitForSeconds(0.5f);
Destroy(ShotgunBulletInScene);
shootShottyOnce = false;
}
}
使用UnityEngine;
使用系统集合;
使用System.Collections.Generic;
使用制度;
公共级消防枪:单一行为
{
//用于持有用户当前持有的枪支
公共列表=新列表();
//接拾音器
公共PickupBx;
//持有武器用户持有的当前名称
私人弦式武器;
//这将得到子弹预制件
公共游戏对象公告;
公共游戏对象射击子弹预制;
//运动员的弹位
公开游戏对象位置;
公共游戏对象射击枪弹位置;
//球员
公共游戏对象玩家;
//这是将在场景中实例化的子弹(rpg/机枪)
新世公共游戏对象公告;
//这是用于将被实例化的霰弹枪子弹
新世公共游戏物体射击枪弹;
//用来每隔几秒钟射击一次
private bool ShottyShottyOnce=假;
void Start()
{
pbx=GetComponent();
}
//每帧调用一次更新
无效更新()
{
if(GetComponent().flipX==true)
{
bulletPosition.transform.position=新矢量2(-92,0);
}
else if(GetComponent().flipX==false)
{
bulletPosition.transform.position=新矢量2(92,0);
}
AddObjectToList(pbx.guns,guns);
checkWeaponType();
}
//此方法将在pbxguns列表中的游戏对象中循环(第一个参数是PickupBox脚本中的枪列表),(myList是此脚本中的列表)_
void AddObjectToList(列表pbxGunsList,列表myList)
{
//循环浏览pbxGunsList列表中的所有gaeobjects
foreach(游戏对象进入pbxGunsList)
{
//如果此脚本中的列表不包含其他脚本中的游戏对象
如果(!myList.Contains(go))
{
//清除列表以确保我们不会得到重复的,并且在一个元素中有武器
myList.Clear();
//把枪加到我们的名单上
myList.Add(go);
}
}
}
//检查玩家持有的武器
void checkWeaponType()
{
//通过枪循环并将字符串设置为玩家当前持有的武器
对于(int i=0;i