I'm getting an error that I don't understand. The simplified version of my code:
using UnityEngine;
public class RunLater : MonoBehaviour
{
public static void Do()
{
Invoke("RunThisLater", 2.0f);
}
public void RunThisLater()
{
Debug.Log("This will run later");
}
}
You can pass it in as a parameter like this:
public class RunLater : MonoBehaviour
{
public static void Do(RunLater instance)
{
instance.Invoke("RunThisLater", 2.0f);
}
public void RunThisLater()
{
Debug.Log("This will run later");
}
}
One approach is to have the static parts of the class store a MonoBehaviour reference to itself. Like so:
public class RunLater : MonoBehaviour
{
public static RunLater selfReference = null;
public static void Do()
{
InitSelfReference();
selfReference.DoInstanced();
}
static void InitSelfReference()
{
if (selfReference == null)
{
// We're presuming you only have RunLater once in the entire hierarchy.
selfReference = Object.FindObjectOfType<RunLater>();
}
}
public void DoInstanced()
{
Invoke("RunThisLater", 2f);
}
void RunThisLater()
{
Debug.Log("This will run later");
}
}
You would now be able to call RunLater.Do() from anywhere in your code of other gameObjects. Good luck!
Related
when I load a new scene I get this error: NullReferenceException: Object reference not set to an instance of an object GameController+d__16.MoveNext () (at Assets/Scrips/GameController.cs:76) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at :0)
this is my script to save:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Scene_Manager : MonoBehaviour
{
int Saved_scene;
int Scene_index;
public void Load_Saved_Scene()
{
Saved_scene = PlayerPrefs.GetInt("Saved");
if (Saved_scene != 2)
SceneManager.LoadSceneAsync(Saved_scene);
else
return;
}
public void Save_and_Exit()
{
Scene_index = SceneManager.GetActiveScene().buildIndex;
PlayerPrefs.SetInt("Saved", Scene_index);
PlayerPrefs.Save();
SceneManager.LoadSceneAsync(0);
}
public void Next_Scene()
{
Scene_index = SceneManager.GetActiveScene().buildIndex + 1;
SceneManager.LoadSceneAsync(Scene_index);
}
}
and this is my script for the whole game where I call save:
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(GameUI))]
public class GameController : MonoBehaviour
{
public static GameController Instance { get; private set; }
[SerializeField]
private int knifeCount;
[Header("Knife Spawning")]
[SerializeField]
private Vector2 knifeSpawnPosition;
[SerializeField]
private GameObject knifeObject;
public GameUI GameUI { get; private set; }
private void Awake()
{
Instance = this;
GameUI = GetComponent<GameUI>();
}
private void Start()
{
GameUI.SetInitialDisplayedKnifeCount(knifeCount);
SpawnKnife();
}
public void OnSuccessfulKnifeHit()
{
if (knifeCount > 0)
{
SpawnKnife();
}
else
{
StartGameOverSequence(true);
}
}
private void SpawnKnife()
{
knifeCount--;
Instantiate(knifeObject, knifeSpawnPosition, Quaternion.identity);
}
public void StartGameOverSequence(bool win)
{
StartCoroutine("GameOverSequenceCoroutine", win);
}
private IEnumerator GameOverSequenceCoroutine(bool win)
{
if (win)
{
yield return new WaitForSecondsRealtime(0.3f);
FindObjectOfType<LevelLoader>().LoadNextLevel();
FindObjectOfType<Scene_Manager>().Save_and_Exit();
}
else
{
GameUI.ShowRestartButton();
}
}
public void RestartGame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex, LoadSceneMode.Single);
}
}
Now first of all take a look at this post to understand NullReferenceExceptions.
After that take a closer look at your error message:
NullReferenceException: Object reference not set to an instance of an object GameController+d__16.MoveNext () (at Assets/Scrips/GameController.cs:76)
The (at Assets/Scrips/GameController.cs:76) part tells you exactly where you error is thrown (which basically means where it occured). It's in your Assets/Scrips/GameController.cs script at line 76.
private IEnumerator GameOverSequenceCoroutine(bool win)
{
if (win)
{
yield return new WaitForSecondsRealtime(0.3f);
FindObjectOfType<LevelLoader>().LoadNextLevel();
FindObjectOfType<Scene_Manager>().Save_and_Exit(); // <--- HERE
}
...
}
In your specific implementation my best guess would be that you shouldn't load your new scene before you try to save & quit. You're starting to load your new scene asynchronously and then call another function which loads another scene (?) while not actually preventing the first scene from activating until your other functions actually executed properly. There's a plethora of cases where this can and will break.
I think you'll need to rethink what it is your actually trying to accomplish because these function calls don't make sense like that.
I have been stuck on this problem for a few months now. The problem being that I cannot properly instantiate my prefabs in the scene I want. I need the spawning to be one person on one team, and the rest on the other. But I'm not sure how to do that. What happens is that when I click the play button on my lobby menu, I get an error called "No cameras to display." I also noticed that the scene I want does load, but it doesn't switch to it because there are no cameras that are instantiated. I am using Photon 2. I am new to game development and your guys' help would be greatly appreciated! :)
I will post my code if that will help:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using TMPro;
using Photon.Realtime;
using System.Linq;
using System.IO;
public class Launcher : MonoBehaviourPunCallbacks
{
public static Launcher Instance;
[SerializeField] TMP_InputField roomNameInputField;
[SerializeField] TMP_Text errorText;
[SerializeField] TMP_Text RoomNameText;
[SerializeField] Transform RoomListBackground;
[SerializeField] Transform PlayerListBackground;
[SerializeField] GameObject roomListItem_pf;
[SerializeField] GameObject PlayerListItem_pf;
[SerializeField] GameObject startGameButton;
public PhotonView PV;
public int myTeam;
public GameObject myAvatar;
void Awake()
{
Instance = this;
}
void Start()
{
Debug.Log("Connecting to Master");
PhotonNetwork.ConnectUsingSettings();
}
public void Update()
{
PV = GetComponent<PhotonView>();
if (PV)
{
PV.RPC("RPC_GetTeam", RpcTarget.MasterClient);
}
if (myAvatar == null && myTeam != 0)
{
if (myTeam == 1)
{
if (PV.IsMine)
{
int spawnPicker = Random.Range(0, GameSetup.GS.spawnPointsTeamOne.Length);
myAvatar = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Player"), GameSetup.GS.spawnPointsTeamOne[spawnPicker].position, GameSetup.GS.spawnPointsTeamOne[spawnPicker].rotation, 0);
}
}
if (myTeam == 2)
{
if (PV.IsMine)
{
int spawnPicker = Random.Range(0, GameSetup.GS.spawnPointsTeamTwo.Length);
myAvatar = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Player"), GameSetup.GS.spawnPointsTeamTwo[spawnPicker].position, GameSetup.GS.spawnPointsTeamTwo[spawnPicker].rotation, 0);
}
}
}
}
public override void OnConnectedToMaster()
{
Debug.Log("Connected to Master");
PhotonNetwork.JoinLobby();
PhotonNetwork.AutomaticallySyncScene = true;
}
public override void OnJoinedLobby()
{
MenuManager.Instance.OpenMenu("title");
Debug.Log("Joined Lobby");
}
public void CreateRoom()
{
if (string.IsNullOrEmpty(roomNameInputField.text))
{
return;
}
PhotonNetwork.CreateRoom(roomNameInputField.text);
MenuManager.Instance.OpenMenu("loading");
}
public override void OnJoinedRoom()
{
MenuManager.Instance.OpenMenu("room");
RoomNameText.text = PhotonNetwork.CurrentRoom.Name;
Player[] players = PhotonNetwork.PlayerList;
for (int i = 0; i < players.Count(); i++)
{
Instantiate(PlayerListItem_pf, PlayerListBackground).GetComponent<PlayerListItem>().Setup(players);
}
startGameButton.SetActive(PhotonNetwork.IsMasterClient);
}
public override void OnMasterClientSwitched(Player newMasterClient)
{
startGameButton.SetActive(PhotonNetwork.IsMasterClient);
}
public override void OnCreateRoomFailed(short returnCode, string message)
{
errorText.text = "Room Creation Failed: " + message;
MenuManager.Instance.OpenMenu("error");
}
public void LeaveRoom()
{
PhotonNetwork.LeaveRoom();
MenuManager.Instance.OpenMenu("loading");
}
public void JoinRoom(RoomInfo info)
{
PhotonNetwork.JoinRoom(info.Name);
MenuManager.Instance.OpenMenu("loading");
}
public override void OnLeftRoom()
{
MenuManager.Instance.OpenMenu("title");
}
public override void OnRoomListUpdate(List<RoomInfo> roomList)
{
foreach (Transform trans in RoomListBackground)
{
Destroy(trans.gameObject);
}
for (int i = 0; i < roomList.Count; i++)
{
Instantiate(roomListItem_pf, RoomListBackground).GetComponent<RoomListItem>().Setup(roomList);
}
}
public override void OnPlayerEnteredRoom(Player newPlayer)
{
Instantiate(PlayerListItem_pf, PlayerListBackground).GetComponent<PlayerListItem>().Setup(newPlayer);
}
[PunRPC]
public void RPC_GetTeam()
{
myTeam = GameSetup.GS.nextPlayersTeam;
GameSetup.GS.UpdateTeam();
PV.RPC("RPC_SentTeam", RpcTarget.OthersBuffered, myTeam);
}
[PunRPC]
public void RPC_SentTeam(int whichTeam)
{
myTeam = whichTeam;
}
}
I am controlling a text GameObject. I am performing operations such as SetActive() and changing the text of the gameObject. Now I am duplicating the same object and I want the duplicated object to follow the behaviors of its main gameObject. That is ObjA is parent and ObjB is a clone. If I change the text UI through code of objA, I want objB to automatically change its component. How do I achieve this behavior?
There are multiple ways to do that, but it will always be by code, there is no "authomatism" to do that.
So by code you can make a relation child to parent or parent to child.
One way could be that one:
public class Parent : MonoBehaviour
{
public Child child = null;
public void DoSomething()
{
this.gameObject.SetActive(true);
child.DoSomething();
}
}
public class Child : MonoBehaviour
{
public void DoSomething()
{
this.gameObject.SetActive(true);
}
}
Another fancy way to do that is using delegates, or Actions:
public class Parent : MonoBehaviour
{
public Action OnDoSomething = null;
public Action OnDoSomethingElse = null;
public void DoSomething()
{
this.gameObject.SetActive(false);
OnDoSomething();
}
public void DoSomethingElse()
{
this.gameObject.SetActive(true);
OnDoSomethingElse();
}
}
public class Child : MonoBehaviour
{
public Parent parent = null;
public void Awake()
{
parent.OnDoSomething += ChildDoSometing;
parent.OnDoSomethingElse += ChildDoSometingElse;
}
public void OnDestroy()
{
parent.OnDoSomething -= ChildDoSometing;
parent.OnDoSomethingElse -= ChildDoSometingElse;
}
public void ChildDoSometing()
{
this.gameObject.SetActive(false);
}
public void ChildDoSometingElse()
{
this.gameObject.SetActive(false);
}
}
You can be tempted to pass your own method as Action parameter like Action<Action> but remember that child will call parent method, won't operate on his own. So in this case if you do something like:
public class Parent : MonoBehaviour
{
public Action<Action> OnDoSomething = null;
[ContextMenu("A")]
public void DoSomething()
{
this.gameObject.SetActive(true);
OnDoSomething(this.DoSomething);
}
public void DoSomethingElse()
{
print("Hello");
}
}
public class Child : MonoBehaviour
{
public Parent parent = null;
public void Awake()
{
parent.OnDoSomething += RepeatedAction;
}
public void OnDestroy()
{
parent.OnDoSomething -= RepeatedAction;
}
public void RepeatedAction(Action actionToRepeat)
{
actionToRepeat?.Invoke();
}
}
Will result on StackOverflow exception, cause child will call parent, who calls child, who calls again parent...you can see the problem.
Anyway would be nice to declare an abstract base class that have all the methods, and let both classes inherit from that class, and implement those methods.
I'm trying to create a convenient serialized reference to asset objects. It serialized correctly, but deserialization fails with exception
"Error setting value to 'textAssetRef' on 'TestData'."
I've prepared a small test component for Unity to illustrate this:
using System;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEngine;
public class Test : MonoBehaviour
{
public TestData testData;
public void Awake()
{
try
{
var sData = JsonConvert.SerializeObject(testData, Formatting.Indented);
UnityEngine.Debug.Log(sData);
testData = JsonConvert.DeserializeObject<TestData>(sData);
UnityEngine.Debug.Log("Done.");
}
catch (Exception x)
{
UnityEngine.Debug.LogError(x.Message);
}
}
}
[Serializable]
public class TestData
{
public TextAssetRef textAssetRef;
}
[Serializable]
[JsonConverter(typeof(Serialization))]
public class TextAssetRef : ObjectRef<TextAsset>
{
public TextAssetRef() { }
public TextAssetRef(TextAssetRef other) : base(other) { }
public TextAssetRef(TextAsset ta) : base(ta) { }
}
[Serializable]
public class ObjectRef<T> where T : UnityEngine.Object
{
public T obj;
public ObjectRef() { }
public ObjectRef(ObjectRef<T> other) { obj = other.obj; }
public ObjectRef(T obj) { this.obj = obj; }
public class Serialization : JsonConverter
{
public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
{
var objRef = (ObjectRef<T>)value;
var jObject = new JObject { { "path", AssetDatabase.GetAssetPath(objRef.obj) } };
serializer.Serialize(writer, jObject);
}
public override bool CanConvert(Type objectType) { return objectType == typeof(ObjectRef<T>); }
public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
{
var jObject = JObject.Load(reader);
var assetPath = jObject.GetValue("path").Value<string>();
return new ObjectRef<T> { obj = AssetDatabase.LoadAssetAtPath<T>(assetPath) };
}
}
}
To reproduce the error just create a new project with JSON.Net asset package in Unity, create empty object in scene, put this Test component on it and press Play.
What am I to do to get it deserialized correctly?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playercontroler : MonoBehaviour {
public static playercontroler sharedinstance;
void Awake(){
sharedinstance = this;
rigidBody = GetComponent<Rigidbody2D> ();
}
public void KillPlayer(){
GameManager.sharedistance.GameOver ();
animator.SetBool ("isAlive", false);
}
}
and
public class killtriger : MonoBehaviour {
void OnTriggerEnter2D(Collider2D theObject){
if (theObject.tag == "Player") {
playercontroler.sharedinstance.KillPlayer ();
}
}
}
the problem is that unity return:
"playercontroler" doesnt not contain a definition for sharedinstance
what is the problem? thanks
Don't know if that will fix everything, but you should check if playercontroler.sharedinstance have been set before using it.
public class killtriger : MonoBehaviour {
void OnTriggerEnter2D(Collider2D theObject){
if (theObject.tag == "Player" && playercontroler.sharedinstance) {
playercontroler.sharedinstance.KillPlayer ();
}
}
}
Also make sure the variable name is right. You have the variables sharedistance and sharedinstance in your code. They are for different objects, but I imagine they should have the same name.