FinishCharacterCreation

FinishCharacterCreation

我正在Unity中快速制作2人游戏,我想到了这一点:

using UnityEngine;
using System.Collections;

    public class PlayerClient : MonoBehaviour {

    public string username;
    public RaceType currentRace = RaceType.Human ;
    GameObject playerMob;
    Player currentPlayer;
    ClientController attachedController;
    // Use this for initialization
    void Start () {
        attachedController = gameObject.GetComponent (typeof(ClientController)) as ClientController;
        if(attachedController == null)
            Debug.LogError("Could not create attachedController!");
    }

    // Update is called once per frame
    void Update () {

    }

    public void MovementInput(float x, float y, float z){
        playerMob.transform.Translate (x, y, z);
    }

    public void FinishCharacterCreation(){
        switch (currentRace) {
        default:
            break;
        case RaceType.Human:
            playerMob = Instantiate (Resources.Load ("Human", typeof(GameObject))) as GameObject;
            currentPlayer = playerMob.AddComponent<Player> () as Player;
            attachedController.enabled = true;
            break;
        }
    }
}


其中有3个班级; PlayerClientPlayerClientController

显示的一个是PlayerClient(显然)。播放器是一个空白(此时),ClientController只是与网络结合使用的基本内容。

我收到此错误:


  [NullReferenceException:对象引用未设置为对象的实例]


在第24和34行上,您将看到引用了playerMob(只是一个空白的3d立方体)和AttachedController的行。据我所知,它们似乎没有保存到已定义的变量中,但是在第32和33行中没有错误,因此看来它只是保存到一个仅具有该功能的临时变量中,而不是类中变量(成功制作了“人类”预制件)。

我觉得自己犯了一个简单但根本的错误,但是我无法终生将其束之高阁。

我尝试从播放器中删除monobehaviour继承,并使用new()关键字而不是实例化它,但是发生了同样的事情。我做错什么了?

编辑:这是我做的一点测试。

using UnityEngine;
using System.Collections;

public class Client : MonoBehaviour {

string username;
Player player;
GameObject playerMob;
ClientController clientController;

// Use this for initialization
void Start () {
    clientController = gameObject.GetComponent( typeof(ClientController) ) as ClientController;
    if(clientController == null){
        Debug.LogWarning("Client Controller is null!");
    } else {
        Debug.LogWarning ("Client Controller is NOT null!");
    }
}

// Update is called once per frame
void Update () {

}

public void FinishCharacterCreation(){
    player = new Player ();
    if (player == null) {
        Debug.LogWarning ("Player is null!");
    } else {
        Debug.LogWarning ("Player is NOT null!");
        playerMob = Instantiate (Resources.Load ("Human", typeof(GameObject))) as GameObject;
    }
    if (playerMob == null) {
        Debug.LogWarning ("PlayerMob is null!");
    } else {
        Debug.LogWarning ("PlayerMob is NOT null!");
    }
    if (clientController == null) {
        Debug.LogWarning ("ClientController is null!");
    } else {
        Debug.LogWarning ("ClientController is NOT null!");
    }

}


}

调试日志警告无处不在。播放此视频时,我得到的是:

Client Controller is NOT null!
Player is NOT null!
PlayerMob is NOT null!
ClientController is null!


注意最后的日志。为什么会这样呢?设置了clientController变量后,显然会调用FinishCharacterCreation()。除了您在此处看到的脚本和对象之外,所有脚本和对象都是完全空的。 (Player不是monobehaviour固有的,ClientController是固有的)。FinishCharacterCreation()由UI按钮调用,并且Client附加的GameObject是由基本NetworkManager对象制成的预制件。

最佳答案

何时调用FinishCharacterCreation?可能在Start之前调用FinishCharacterCreation,这将导致AttachedController为null。实例化gameObject时,可能要花费一两个帧才能调用Start,因此您可能过早地调用了FinishCharacterCreation。我将放置一些Debug.Logs,并确保按照您期望的顺序调用所有函数。

09-25 16:37