erro IndexOutOfRangeException: Index was outside the bounds of the array.
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erro IndexOutOfRangeException: Index was outside the bounds of the array.
ta dando esse erro e ja teitei algumas coisas mas n resouvel so pioro então se vcs poderem me ajudar pois n sei muito sobre scripts
script que uso
script que uso
- Código:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class WeaponManager : MonoBehaviour
{
private GameObject[] weaponsInUse = new GameObject[2];
public GameObject[] weaponsInGame;
public Rigidbody[] worldModels;
public RaycastHit hit;
private float dis = 3.0f;
public LayerMask layerMaskWeapon;
public LayerMask layerMaskAmmo;
public Transform dropPosition;
private float switchWeaponTime = 0.25f;
public bool canSwitch = true;
private bool equipped = false;
[HideInInspector] public bool showWepGui = false;
[HideInInspector] public bool showAmmoGui = false;
[HideInInspector] public int weaponToSelect;
[HideInInspector] public int setElement;
[HideInInspector] public int weaponToDrop;
[HideInInspector] public float crosshairSize;
public AudioClip pickupSound;
public AudioSource aSource;
public HealthScript hs;
private string textFromPickupScript = "";
private string notes = "";
private string note = "Press key <color=#88FF6AFF> << E >> </color> to pick up Ammo";
private string wrongType = "Select appropriate weapon to pick up";
public int selectWepSlot1 = 0;
public int selectWepSlot2 = 0;
Text noteUI;
void Start()
{
noteUI = CanvasManager.instance.note;
CanvasManager.instance.SetWeapon(this);
for (int h = 0; h < worldModels.Length; h++)
{
weaponsInGame[h].SetActive(false);
}
weaponsInUse[0] = weaponsInGame[selectWepSlot1];
weaponsInUse[1] = weaponsInGame[selectWepSlot2];
weaponToSelect = 0;
StartCoroutine(DeselectWeapon());
}
void Update() {
if (Cursor.lockState == CursorLockMode.None) return;
if (Input.GetKeyDown("1") && weaponsInUse.Length >= 1 && canSwitch && weaponToSelect != 0)
{
StartCoroutine(DeselectWeapon());
weaponToSelect = 0;
}
else if (Input.GetKeyDown("2") && weaponsInUse.Length >= 2 && canSwitch && weaponToSelect != 1)
{
StartCoroutine(DeselectWeapon());
weaponToSelect = 1;
}
if (Input.GetAxis("Mouse ScrollWheel") > 0 && canSwitch)
{
weaponToSelect++;
if (weaponToSelect > (weaponsInUse.Length - 1))
{
weaponToSelect = 0;
}
StartCoroutine(DeselectWeapon());
}
if (Input.GetAxis("Mouse ScrollWheel") < 0 && canSwitch)
{
weaponToSelect--;
if (weaponToSelect < 0)
{
weaponToSelect = weaponsInUse.Length - 1;
}
StartCoroutine(DeselectWeapon());
}
Vector3 pos = transform.parent.position;
Vector3 dir = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(pos, dir, out hit, dis, layerMaskWeapon))
{
WeaponIndex pre = hit.transform.GetComponent<WeaponIndex>();
setElement = pre.setWeapon;
if(!showWepGui)
{
if (weaponsInUse[0] != weaponsInGame[setElement] && weaponsInUse[1] != weaponsInGame[setElement])
{
equipped = false;
noteUI.text = "Press key <color=#88FF6AFF> << E >> </color> to pickup weapon";
}
else
{
equipped = true;
noteUI.text = "Weapon is already equipped";
}
showWepGui = true;
}
if (canSwitch && !equipped)
{
if (Input.GetKeyDown("e"))
{
DropWeapon(weaponToDrop);
StartCoroutine(DeselectWeapon());
weaponsInUse[weaponToSelect] = weaponsInGame[setElement];
Destroy(hit.transform.gameObject);
}
}
}
else
{
if(showWepGui)
{
noteUI.text = "";
showWepGui = false;
}
}
if (Physics.Raycast(pos, dir, out hit, dis, layerMaskAmmo))
{
if (hit.transform.CompareTag("Ammo"))
{
Pickup pickupGO = hit.transform.GetComponent<Pickup>();
//bullets/magazines
if (pickupGO.pickupType == PickupType.Magazines)
{
WeaponScriptNEW mags = weaponsInUse[weaponToSelect].transform.GetComponent<WeaponScriptNEW>();
if (mags == null)
{
textFromPickupScript = "";
return;
}
if (mags.firstMode != fireMode.launcher)
{
notes = "";
textFromPickupScript = note;
if (Input.GetKeyDown("e"))
{
if (mags.ammoMode == Ammo.Magazines)
mags.magazines += pickupGO.amount;
else
mags.magazines += pickupGO.amount * mags.bulletsPerMag;
CanvasManager.instance.UpdateMags(mags.magazines);
aSource.PlayOneShot(pickupSound, 0.3f);
Destroy(hit.transform.gameObject);
}
}
else
{
textFromPickupScript = pickupGO.AmmoInfo;
notes = wrongType;
}
}
//projectiles/rockets
if (pickupGO.pickupType == PickupType.Projectiles)
{
WeaponScriptNEW projectile = weaponsInUse[weaponToSelect].transform.GetComponent<WeaponScriptNEW>();
if (projectile == null)
{
textFromPickupScript = "";
return;
}
if (projectile.secondMode == fireMode.launcher || projectile.firstMode == fireMode.launcher)
{
notes = "";
textFromPickupScript = note;
if (Input.GetKeyDown("e"))
{
projectile.projectiles += pickupGO.amount;
CanvasManager.instance.UpdateProjectileUI(projectile.projectiles);
aSource.PlayOneShot(pickupSound, 0.3f);
Destroy(hit.transform.gameObject);
}
}
else
{
textFromPickupScript = pickupGO.AmmoInfo;
notes = wrongType;
}
}
//health
if (pickupGO.pickupType == PickupType.Health)
{
textFromPickupScript = pickupGO.AmmoInfo;
notes = "";
if (Input.GetKeyDown("e"))
{
hs.Medic(pickupGO.amount);
aSource.PlayOneShot(pickupSound, 0.3f);
Destroy(hit.transform.gameObject);
}
}
}
if(!showAmmoGui)
{
noteUI.text = notes + "\n" + textFromPickupScript;
showAmmoGui = true;
}
}
else
{
if(showAmmoGui)
{
noteUI.text = "";
showAmmoGui = false;
}
}
}
IEnumerator DeselectWeapon()
{
canSwitch = false;
for (int i = 0; i < weaponsInUse.Length; i++)
{
if(weaponsInUse[i].GetComponent<WeaponScriptNEW>() != null)
weaponsInUse[i].GetComponent<WeaponScriptNEW>().Deselect();
weaponsInUse[i].gameObject.SetActive(false);
}
yield return new WaitForSeconds(switchWeaponTime);
SelectWeapon(weaponToSelect);
yield return new WaitForSeconds(switchWeaponTime);
canSwitch = true;
}
void SelectWeapon(int i)
{
weaponsInUse[i].gameObject.SetActive(true);
weaponsInUse[i].SendMessage("DrawWeapon", SendMessageOptions.DontRequireReceiver);
WeaponIndex temp = weaponsInUse[i].transform.GetComponent<WeaponIndex>();
weaponToDrop = temp.setWeapon;
}
void DropWeapon(int index)
{
if (index == 0) return;
for (int i = 0; i < worldModels.Length; i++)
{
if (i == index)
{
Rigidbody drop = Instantiate(worldModels[i], dropPosition.transform.position, dropPosition.transform.rotation) as Rigidbody;
drop.AddRelativeForce(0, 250, Random.Range(100, 200));
drop.AddTorque(-transform.up * 40);
}
}
}
public void EnterWater()
{
canSwitch = false;
for (int i = 0; i < weaponsInUse.Length; i++)
{
if(weaponsInUse[i].GetComponent<WeaponScriptNEW>() != null)
weaponsInUse[i].GetComponent<WeaponScriptNEW>().Deselect();
weaponsInUse[i].gameObject.SetActive(false);
}
}
public void ExitWater()
{
canSwitch = true;
SelectWeapon(weaponToSelect);
}
}
edu63- Iniciante
- PONTOS : 1334
REPUTAÇÃO : 1
Respeito as regras :
Re: erro IndexOutOfRangeException: Index was outside the bounds of the array.
https://forum.unity.com/threads/indexoutofrangeexception-index-was-outside-the-bounds-of-the-array.577657/
https://www.codeproject.com/Questions/5251668/Indexoutofrangeexception-index-was-outside-the-bou
https://stackoverflow.com/questions/60287644/very-simple-code-unity-3d-indexoutofrangeexception-index-was-outside-the-bo
https://www.codeproject.com/Questions/5251668/Indexoutofrangeexception-index-was-outside-the-bou
https://stackoverflow.com/questions/60287644/very-simple-code-unity-3d-indexoutofrangeexception-index-was-outside-the-bo
TIKO- Avançado
- PONTOS : 1794
REPUTAÇÃO : 29
Idade : 16
Áreas de atuação : Modelagem 3D (Básico), Programação (Mais básico ainda), Unity 3D, C#
Respeito as regras :
Re: erro IndexOutOfRangeException: Index was outside the bounds of the array.
TIKO escreveu:https://forum.unity.com/threads/indexoutofrangeexception-index-was-outside-the-bounds-of-the-array.577657/
https://www.codeproject.com/Questions/5251668/Indexoutofrangeexception-index-was-outside-the-bou
https://stackoverflow.com/questions/60287644/very-simple-code-unity-3d-indexoutofrangeexception-index-was-outside-the-bo
Vê se ajuda
TIKO- Avançado
- PONTOS : 1794
REPUTAÇÃO : 29
Idade : 16
Áreas de atuação : Modelagem 3D (Básico), Programação (Mais básico ainda), Unity 3D, C#
Respeito as regras :
Re: erro IndexOutOfRangeException: Index was outside the bounds of the array.
vlw mano ajudo consegui resolverTIKO escreveu:TIKO escreveu:https://forum.unity.com/threads/indexoutofrangeexception-index-was-outside-the-bounds-of-the-array.577657/
https://www.codeproject.com/Questions/5251668/Indexoutofrangeexception-index-was-outside-the-bou
https://stackoverflow.com/questions/60287644/very-simple-code-unity-3d-indexoutofrangeexception-index-was-outside-the-bo
Vê se ajuda
edu63- Iniciante
- PONTOS : 1334
REPUTAÇÃO : 1
Respeito as regras :
TIKO- Avançado
- PONTOS : 1794
REPUTAÇÃO : 29
Idade : 16
Áreas de atuação : Modelagem 3D (Básico), Programação (Mais básico ainda), Unity 3D, C#
Respeito as regras :
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