[英]Unity C# 2d Breakout Clone, Null Reference Exception
好的,在開始之前,是的,我已經上網尋找了答案。 我遵循了關於其他多個問題的建議,通過了統一文檔,並進行了多次網絡搜索,到目前為止,我發現沒有任何東西可以解決該錯誤。 我敢肯定有人會看一眼並立即知道出了什么問題,但是對於我來說,我就是找不到。
既然這樣,那就不成問題了。 我正在制作Breakout克隆,我已完成所有工作,一切工作正常。 我有一個靜態類,負責處理評分和與分數相關的變量,以便其他腳本可以輕松訪問它們。 我想使用PlayerPrefs進行一些基本的保存和加載,因此我為高分添加了一些內容。 它幾乎獨立於其他類,但是一旦完成,我就開始在已經完成了幾個小時並且工作正常的腳本中獲取Null Reference Exception。
感謝您提供的任何幫助,以及下次如何防止此類錯誤的提示。 抱歉,這個問題太長了。
這是完整的錯誤:
NullReferenceException: Object reference not set to an instance of an object
MenuManager.ActivateLose () (at Assets/Scripts/MenuScripts/MenuManager.cs:31)
Scoring.CheckGameOver () (at Assets/Scripts/Scoring.cs:64)
Scoring.LifeLost () (at Assets/Scripts/Scoring.cs:51)
DeadZone.OnTriggerEnter2D (UnityEngine.Collider2D other) (at Assets/Scripts/DeadZone.cs:22)
這是上述錯誤中列出的三個腳本:
using UnityEngine;
using System.Collections;
public class DeadZone : MonoBehaviour
{
public GameObject ballPrefab;
public Transform paddleObj;
GameObject ball;
void Update ()
{
ball = GameObject.FindGameObjectWithTag("Ball");
}
void OnTriggerEnter2D(Collider2D other)
{
//if the object that entered the trigger is the ball
if(other.tag == "Ball")
{
Scoring.LifeLost();
//destroy it, and instantiate a new one above where the paddle currently is
Destroy(ball);
paddleObj.transform.position = new Vector2(0, -2.5f);
(Instantiate(ballPrefab, new Vector2(paddleObj.transform.position.x, paddleObj.transform.position.y + 0.3f), Quaternion.identity) as GameObject).transform.parent = paddleObj;
}
}
}
using UnityEngine;
using System.Collections;
public static class Scoring
{
public static GameObject scoreValue;
public static TextMesh scoreText;
public static int score;
static int multiplier = 0;
static int consecutiveBreaks = 0;
static int lives = 3;
static int totalBricks;
static int remainingBricks;
public static GameObject menuManagerObj;
public static MenuManager menuManager = new MenuManager();
static void Awake()
{
scoreValue = GameObject.FindGameObjectWithTag("Scoring");
scoreText = scoreValue.GetComponent<TextMesh>();
menuManagerObj = GameObject.FindGameObjectWithTag("MenuManager");
//menuManager = menuManagerObj.GetComponent<MenuManager>();
}
public static void BrickDestroyed()
{
if(scoreValue == null && scoreText == null)
{
scoreValue = GameObject.FindGameObjectWithTag("Scoring");
scoreText = scoreValue.GetComponent<TextMesh>();
}
remainingBricks--;
consecutiveBreaks++;
multiplier = 1 + (consecutiveBreaks % 5);
score += 10 * multiplier;
CheckGameOver();
scoreText.text = score + "";
}
public static void LifeLost()
{
consecutiveBreaks = 0;
multiplier = 1;
score -= 100;
lives--;
LivesDisplay.SetLives(lives);
CheckGameOver();
scoreText.text = score + "";
}
public static void SetBrickCount(int brickCount)
{
totalBricks = brickCount;
remainingBricks = totalBricks;
}
public static void CheckGameOver()
{
//lose condition
if(lives < 0) menuManager.ActivateLose();
//win condition
if(remainingBricks == 0) menuManager.ActivateWin();
}
}
using UnityEngine;
using System.Collections;
public class MenuManager : MonoBehaviour
{
public GameObject winMenu;
public GameObject loseMenu;
public GameObject pauseMenu;
public HighScoreManager highScores;
bool isGamePaused = true;
void Awake()
{
winMenu = GameObject.FindGameObjectWithTag("Win");
loseMenu = GameObject.FindGameObjectWithTag("Lose");
pauseMenu = GameObject.FindGameObjectWithTag("Pause");
}
public void ActivateWin()
{
Time.timeScale = 0f;
winMenu.transform.position = new Vector3(0, 0, -1);
highScores.CompareToHighScores(Scoring.score);
}
public void ActivateLose()
{
Time.timeScale = 0f;
loseMenu.transform.position = new Vector3(0, 0, -1);
}
void ActivatePause()
{
if(isGamePaused)
{
Time.timeScale = 0f;
pauseMenu.transform.position = new Vector3(0, 0, -1);
}
else
{
Time.timeScale = 1f;
pauseMenu.transform.position = new Vector3(35, 0, -1);
}
isGamePaused = !isGamePaused;
}
void Update()
{
if(Input.GetKeyDown(KeyCode.Escape))
{
ActivatePause();
}
}
}
問題是Scoring
不是MonoBehaviour,因此Awake
方法永遠不會被調用。 您可以嘗試在靜態構造函數中初始化字段
static Scoring()
{
scoreValue = GameObject.FindGameObjectWithTag("Scoring");
scoreText = scoreValue.GetComponent<TextMesh>();
menuManagerObj = GameObject.FindGameObjectWithTag("MenuManager");
//menuManager = menuManagerObj.GetComponent<MenuManager>();
}
或將Awake
方法公開,並從另一個MonoBehaviour中調用它。
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