C# 访问自定义类的IEnumerable时出现NullReferenceException 球门
我正在使用Unity设计一个系统。我通过在蜂群进入对撞机时向蜂群列表添加一个boid来处理感知半径。为了找到每个boid的力,我需要遍历swarm列表,访问boid类,并检索速度和位置 问题 来自每个swarm实体的Boid类被添加到一个新列表中,并传递给物理控制器。然而,在第96行抛出了一个NullReferenceException,我不明白为什么该变量会为null。据我所知,使用foreach访问填充的枚举表时应该包含变量 NullReferenceException:对象引用未设置为对象的实例 Boid.Alignment System.Collections.Generic.IEnumerable`1[T]Boid位于Assets/Scripts/Boid.cs:96 更新地址:Assets/Scripts/Boid.cs:42 在测试之后,它似乎是在访问新BOID列表的任何部分时抛出的 为什么我的新列表不包含任何数据?有没有更好的方法在3D空间中处理BOID的2D实现?有什么资源可以让我更好地理解Linq吗 另外,我对使用Linq系统非常陌生,这段代码大部分来自和 密码 背景图片 证明boid类具有要读取的数据 统一环境与Boid.cs附件 统一体部件 游戏运行时,每个博伊德会找到两个蜂群伙伴C# 访问自定义类的IEnumerable时出现NullReferenceException 球门,c#,linq,ienumerable,boids,C#,Linq,Ienumerable,Boids,我正在使用Unity设计一个系统。我通过在蜂群进入对撞机时向蜂群列表添加一个boid来处理感知半径。为了找到每个boid的力,我需要遍历swarm列表,访问boid类,并检索速度和位置 问题 来自每个swarm实体的Boid类被添加到一个新列表中,并传递给物理控制器。然而,在第96行抛出了一个NullReferenceException,我不明白为什么该变量会为null。据我所知,使用foreach访问填充的枚举表时应该包含变量 NullReferenceException:对象引用未设置为对象
原来我分配的是空数据,因为第40行的GetComponent函数找到了Boid的主体,而Boid没有附加Boid脚本。使用GetComponentChildren搜索时,将填充数组并给出值 老一套: IEnumerable boids=swarm.Selecto=>o.GetComponent.ToList 新线:
IEnumerable boids=swarm.Selecto=>o.getComponentChildren.ToList 检查Boid.cs第96行。这就是错误发生的地方,但我不明白为什么。@Sove67从异常堆栈跟踪来看,当您将变量Boid传递给AlignmentBOID;时,错误出现在更新方法中;。在这一行上设置一个断点,并检查IEnumerable boids=swarm.Selecto=>o.GetComponent.ToList的前一行的boids是否为null@RyanWilson I在Alignmentboids之前添加了if boids==null{Debug.LogNo Data Attached;},但没有调用它。这是否回答了您的问题?你也检查过身体不为空吗?
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Boid : MonoBehaviour
{
// Global Variables
public Boid_Settings settings;
// Local Variables
public Rigidbody body;
public Vector2 acceleration;
public Vector2 velocity
{
get
{ return new Vector2(body.velocity.x, body.velocity.z); }
set
{ body.velocity = new Vector3(value.x, body.velocity.y, value.y); }
}
public Vector2 position
{
get
{ return new Vector2(transform.position.x, transform.position.z); }
}
public List<GameObject> swarm = new List<GameObject>();
public List<GameObject> targets = new List<GameObject>();
// Functions
private void Start()
{
float angle = Random.Range(0, 2 * Mathf.PI);
transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
velocity = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
}
private void Update()
{
IEnumerable<Boid> boids = swarm.Select(o => o.GetComponent<Boid>()).ToList(); //Line 40
Vector2 alignment = Alignment(boids); //LINE 42
Vector2 separation = Separation(boids);
Vector2 cohesion = Cohesion(boids);
acceleration = settings.alignmentWeight * alignment + settings.cohesionWeight * cohesion + settings.seperationWeight * separation;
UpdatePhysics();
}
// Entity Awareness Assignment
private void OnTriggerEnter(Collider collider)
{
if (collider.CompareTag("Zombie"))
{ swarm.Add(collider.gameObject); }
else if (collider.CompareTag("Player") || collider.CompareTag("Lure"))
{ targets.Add(collider.gameObject); }
}
private void OnTriggerExit(Collider collider)
{
if (collider.CompareTag("Zombie"))
{ swarm.Remove(collider.gameObject); }
else if (collider.CompareTag("Player") || collider.CompareTag("Lure"))
{
targets.Remove(collider.gameObject);
StartCoroutine(LingerTarget(collider.gameObject));
}
}
IEnumerator LingerTarget(GameObject target)
{
targets.Add(target);
yield return new WaitForSeconds(settings.lingerTime);
targets.Remove(target);
}
// Core Boid Logic
public void UpdatePhysics()
{
// Apply the acceleration, and then limit the speed to the maximum.
Vector2 UncappedVelocity = velocity + acceleration;
velocity = ApplyLimit(UncappedVelocity, settings.maxSpeed);
float angle = Mathf.Atan2(velocity.y, velocity.x) * Mathf.Rad2Deg;
body.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
}
private Vector2 Alignment(IEnumerable<Boid> boids)
{
Vector2 velocity = Vector2.zero;
if (!boids.Any()) return velocity;
foreach (Boid boid in boids)
{ velocity += boid.velocity; } //LINE 96
velocity /= boids.Count();
Vector2 steer = Steer(velocity.normalized * settings.maxSpeed);
return steer;
}
private Vector2 Cohesion(IEnumerable<Boid> boids)
{
if (!boids.Any()) return Vector2.zero;
Vector2 sumPositions = Vector2.zero;
foreach (Boid boid in boids)
{ sumPositions += boid.position; }
Vector2 average = sumPositions / boids.Count();
Vector2 direction = average - position;
Vector2 steer = Steer(direction.normalized * settings.maxSpeed);
return steer;
}
private Vector2 Separation(IEnumerable<Boid> boids)
{
Vector2 direction = Vector2.zero;
boids = boids.Where(o => Vector3.Distance(o.transform.position, position) <= settings.avoidanceRadius);
if (!boids.Any()) return direction;
foreach (Boid boid in boids)
{
Vector2 difference = position - boid.position;
direction += difference.normalized / difference.magnitude;
}
direction /= boids.Count();
Vector2 steer = Steer(direction.normalized * settings.maxSpeed);
return steer;
}
private Vector2 Steer(Vector2 desired)
{
Vector2 steer = desired - velocity;
steer = ApplyLimit(steer, settings.maxSteerForce);
return steer;
}
// Calculation Helpers
private Vector2 ApplyLimit(Vector2 baseVector, float limit)
{
if (baseVector.sqrMagnitude > limit * limit)
{ baseVector = baseVector.normalized * limit; }
return baseVector;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CreateAssetMenu]
public class Boid_Settings : ScriptableObject
{
// Boid
public float maxSpeed = 5;
public float avoidanceRadius = 1;
public float maxSteerForce = 3;
public float lingerTime = 2.5f;
public float alignmentWeight = 1;
public float cohesionWeight = 1;
public float seperationWeight = 1;
public float targetWeight = 1;
// Spawner
public float awarenessRadius = 2.5f;
}