I have this code, when the variable waveNumer equals 1 the code works just fine, spawns the enemies and all that, but when is 2 Unity crashes. I'm guessing that is entering a weir loop but I cant figure it out why its happening.
int percentForWave=0;
int percentForType=0;
int TotalEnemies = (int)enemySpawnsThisRound;
if (waveNumer == 1)
{
Debug.Log("Entro al wave 1");
percentForWave = 20;
percentForType = 20;
startList = 0;
}
if (waveNumer == 2)
{
Debug.Log("Entro al wave 2");
percentForWave = 70;
percentForType = 70;
startList = endList;
}
if (waveNumer == 3)
{
Debug.Log("Entro al wave 3");
percentForWave = 10;
percentForType = 10;
startList = endList;
}
int enemiesThisWave = Decimal.ToInt32(Math.Round(TotalEnemies * ((decimal)percentForWave / 100), 1));
int enemiesForType = Decimal.ToInt32(Math.Round(lenghtList * ((decimal)percentForType / 100), 1));
endList = enemiesForType + startList;
clonesASpawnear = new GameObject[enemiesThisWave];
int i = 0;
while ( i < clonesASpawnear.Length)
{
for (int j = startList; j == endList; j++)
{
Debug.Log("Numero j = " + j);
if (clonesASpawnear[i] == null)
{
clonesASpawnear[i] = Instantiate(enemyTypeList[j], spawnPoints[j].transform.position, Quaternion.Euler(0, 0, 0)) as GameObject;
clonesASpawnear[i].SetActive(true);//lo activo
clonesASpawnear[i].GetComponent<EnemyMovement_DCH>().player = Target;
aliveEnemies += 1;
clonesASpawnear[i].GetComponent<EnemyDamageHandler_DCH>().SpawnerEnemies = this;
i++;
}
}
}
Also It would be usefull if I could see the unity log after the program crashes, but no idea on how to do that.
From here what I can see I see a problem in your for loop's condition statement, see here you have
for (int j = startList; j == endList; j++)
in your condition, you only have a single to get is true
. when the value of j is equal to endList since in your for loop j
is incrementing each and every iteration your condition will only be true for only one iteration which I guess the first iteration according to you. And if the for loop is not going to iterate value of i
which is a control variable of an outer while loop is never going to increment hance your while loop will go to infinite-state where it'll never stop iterating, everything freezes and crash.
as I can read in comment that j < englist
immediately result in a crash when j = 1
I would like to have the value of a few of the variables at the time of the crash.
We ended up solving the issue this way. I post the solution in case anyone is in the same pickle.
while ( i < clonesASpawnear.Length)
{
if(j <= endList)
{
Debug.Log("Numero j = " + j);
//se fija que ya no este en el escenario el que va en ese punto asi no superpone items
if (clonesASpawnear[i] == null)
{
clonesASpawnear[i] = Instantiate(enemyTypeList[j], spawnPoints[j].transform.position, Quaternion.Euler(0, 0, 0)) as GameObject;
clonesASpawnear[i].SetActive(true);//lo activo
//Aca le asigno el blanco que quiero que siga al spawnear
clonesASpawnear[i].GetComponent<EnemyMovement_DCH>().player = Target;
aliveEnemies += 1;
//aca le asigno este spawner para que pueda afectar luego las variables cuando lo maten por ejemplo
clonesASpawnear[i].GetComponent<EnemyDamageHandler_DCH>().SpawnerEnemies = this;
}
j++;
i++;
}
else
{
j = startList;
}
Debug.Log("Numero i = " + i);
}
}
The technical post webpages of this site follow the CC BY-SA 4.0 protocol. If you need to reprint, please indicate the site URL or the original address.Any question please contact:yoyou2525@163.com.