【发布时间】:2018-02-17 16:13:43
【问题描述】:
我正在尝试将我的“PlayerHealth”脚本加载到我的“GameOverManager”,以从 PlayerHealth-Script 中检查我的 currentHealth。
如果当前生命值为“0” - 我想触发动画。
问题是,Unity 给我一个错误消息:
"NullReferenceException: 对象引用未设置为对象的实例 GameOverManager.Update () (at Assets/GameOverManager.cs:32)"
这是我的 GameOverManager 的一段代码:
public class GameOverManager : MonoBehaviour {
public PlayerHealth playerHealthScript;
public float restartDelay = 5f;
Animator anim;
float restartTimer;
private void Awake()
{
anim = GetComponent<Animator>();
}
private void Update()
{
playerHealthScript = GetComponent<PlayerHealth>();
if (playerHealthScript.currentHealth <= 0) {
anim.SetTrigger("GamerOver");
restartTimer += Time.deltaTime;
if (restartTimer >= restartDelay) {
SceneManager.LoadScene(2);
}
}
}
}
错误在以下行触发:
if (playerHealthScript.currentHealth <= 0)
这是层次结构 - FPSController 持有“PlayerHealth” - HUDCanvas 持有“GameOverManager:
这里是检查员:
这是“PlayerHealth”的代码:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;
public class PlayerHealth : MonoBehaviour
{
public int startingHealth = 100; // The amount of health the player starts the game with.
public int currentHealth; // The current health the player has.
public Slider healthSlider; // Reference to the UI's health bar.
public Image damageImage; // Reference to an image to flash on the screen on being hurt.
public AudioClip deathClip; // The audio clip to play when the player dies.
public float flashSpeed = 5f; // The speed the damageImage will fade at.
public Color flashColour = new Color(1f, 0f, 0f, 0.1f); // The colour the damageImage is set to, to flash.
public float restartDelay = 5f;
//Animator anim; // Reference to the Animator component.
public AudioSource playerAudio; // Reference to the AudioSource component.
// PlayerMovement playerMovement; // Reference to the player's movement.
// PlayerShooting playerShooting; // Reference to the PlayerShooting script.
bool isDead; // Whether the player is dead.
bool damaged; // True when the player gets damaged.
void Awake()
{
// Setting up the references.
// anim = GetComponent<Animator>();
// playerAudio = GetComponent<AudioSource>();
// playerMovement = GetComponent<PlayerMovement>();
// playerShooting = GetComponentInChildren<PlayerShooting>();
// Set the initial health of the player.
currentHealth = startingHealth;
}
void Update()
{
// If the player has just been damaged...
if (damaged)
{
// ... set the colour of the damageImage to the flash colour.
damageImage.color = flashColour;
}
// Otherwise...
else
{
// ... transition the colour back to clear.
damageImage.color = Color.Lerp(damageImage.color, Color.clear, flashSpeed * Time.deltaTime);
}
// Reset the damaged flag.
damaged = false;
}
public void TakeDamage(int amount)
{
// Set the damaged flag so the screen will flash.
damaged = true;
// Reduce the current health by the damage amount.
currentHealth -= amount;
playerAudio.Play();
Debug.Log("PLayer Health: " + currentHealth);
// Set the health bar's value to the current health.
healthSlider.value = currentHealth;
// Play the hurt sound
playerAudio.Play();
// If the player has lost all it's health and the death flag hasn't been set yet...
if (currentHealth <= 0 && !isDead)
{
// ... it should die.
Death();
}
}
void Death()
{
// Set the death flag so this function won't be called again.
isDead = true;
Debug.Log("In der Death Funktion");
【问题讨论】:
-
您使用的是哪个版本的 Unity?如果 playerHealthScript 在运行时获取对象,请尝试检查 GetComponent 并进行调试。
标签: unity3d nullreferenceexception