ajuda. pegar munição e adicionar na arma
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ajuda. pegar munição e adicionar na arma
Este e o link problemas
Ola galera estou precisando de ajuda.
Eu quero e pegar a munição e adicionar na arma os 3 script estão abaixo.
NullReferenceException: Object reference not set to an instance of an object
UnityStandardAssets.Characters.FirstPerson.FirstPersonController.OnTriggerEnter (UnityEngine.Collider other) (at Assets/Scripts/FirstPersonController.cs:269)
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.Characters.FirstPerson
{
[RequireComponent(typeof (CharacterController))]
[RequireComponent(typeof (AudioSource))]
public class FirstPersonController : MonoBehaviour
{
[SerializeField] private bool m_IsWalking;
[SerializeField] private float m_WalkSpeed;
[SerializeField] private float m_RunSpeed;
[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
[SerializeField] private float m_JumpSpeed;
[SerializeField] private float m_StickToGroundForce;
[SerializeField] private float m_GravityMultiplier;
[SerializeField] private MouseLook m_MouseLook;
[SerializeField] private bool m_UseFovKick;
[SerializeField] private FOVKick m_FovKick = new FOVKick();
[SerializeField] private bool m_UseHeadBob;
[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
[SerializeField] private float m_StepInterval;
[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
private Camera m_Camera;
private bool m_Jump;
private float m_YRotation;
private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero;
private CharacterController m_CharacterController;
private CollisionFlags m_CollisionFlags;
private bool m_PreviouslyGrounded;
private Vector3 m_OriginalCameraPosition;
private float m_StepCycle;
private float m_NextStep;
private bool m_Jumping;
private AudioSource m_AudioSource;
private MovArmasAkBehaviour armaCurret;
private void Awake(){
armaCurret = GetComponentInChildren<MovArmasAkBehaviour>();
}
// Use this for initialization
private void Start()
{
m_CharacterController = GetComponent<CharacterController>();
m_Camera = Camera.main;
m_OriginalCameraPosition = m_Camera.transform.localPosition;
m_FovKick.Setup(m_Camera);
m_HeadBob.Setup(m_Camera, m_StepInterval);
m_StepCycle = 0f;
m_NextStep = m_StepCycle/2f;
m_Jumping = false;
m_AudioSource = GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform);
}
// Update is called once per frame
private void Update()
{
RotateView();
// the jump state needs to read here to make sure it is not missed
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
{
StartCoroutine(m_JumpBob.DoBobCycle());
PlayLandingSound();
m_MoveDir.y = 0f;
m_Jumping = false;
}
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
{
m_MoveDir.y = 0f;
}
m_PreviouslyGrounded = m_CharacterController.isGrounded;
}
private void PlayLandingSound()
{
m_AudioSource.clip = m_LandSound;
m_AudioSource.Play();
m_NextStep = m_StepCycle + .5f;
}
private void FixedUpdate()
{
float speed;
GetInput(out speed);
// always move along the camera forward as it is the direction that it being aimed at
Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
// get a normal for the surface that is being touched to move along it
RaycastHit hitInfo;
Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
m_CharacterController.height/2f, ~0, QueryTriggerInteraction.Ignore);
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
m_MoveDir.x = desiredMove.x*speed;
m_MoveDir.z = desiredMove.z*speed;
if (m_CharacterController.isGrounded)
{
m_MoveDir.y = -m_StickToGroundForce;
if (m_Jump)
{
m_MoveDir.y = m_JumpSpeed;
PlayJumpSound();
m_Jump = false;
m_Jumping = true;
}
}
else
{
m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
}
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
ProgressStepCycle(speed);
UpdateCameraPosition(speed);
m_MouseLook.UpdateCursorLock();
}
private void PlayJumpSound()
{
m_AudioSource.clip = m_JumpSound;
m_AudioSource.Play();
}
private void ProgressStepCycle(float speed)
{
if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
{
m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
Time.fixedDeltaTime;
}
if (!(m_StepCycle > m_NextStep))
{
return;
}
m_NextStep = m_StepCycle + m_StepInterval;
PlayFootStepAudio();
}
private void PlayFootStepAudio()
{
if (!m_CharacterController.isGrounded)
{
return;
}
// pick & play a random footstep sound from the array,
// excluding sound at index 0
int n = Random.Range(1, m_FootstepSounds.Length);
m_AudioSource.clip = m_FootstepSounds[n];
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_FootstepSounds[n] = m_FootstepSounds[0];
m_FootstepSounds[0] = m_AudioSource.clip;
}
private void UpdateCameraPosition(float speed)
{
Vector3 newCameraPosition;
if (!m_UseHeadBob)
{
return;
}
if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
{
m_Camera.transform.localPosition =
m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
}
else
{
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
}
m_Camera.transform.localPosition = newCameraPosition;
}
private void GetInput(out float speed)
{
// Read input
float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
float vertical = CrossPlatformInputManager.GetAxis("Vertical");
bool waswalking = m_IsWalking;
#if !MOBILE_INPUT
// On standalone builds, walk/run speed is modified by a key press.
// keep track of whether or not the character is walking or running
m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
// set the desired speed to be walking or running
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
m_Input = new Vector2(horizontal, vertical);
// normalize input if it exceeds 1 in combined length:
if (m_Input.sqrMagnitude > 1)
{
m_Input.Normalize();
}
// handle speed change to give an fov kick
// only if the player is going to a run, is running and the fovkick is to be used
if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
{
StopAllCoroutines();
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
}
}
private void RotateView()
{
m_MouseLook.LookRotation (transform, m_Camera.transform);
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
//dont move the rigidbody if the character is on top of it
if (m_CollisionFlags == CollisionFlags.Below)
{
return;
}
if (body == null || body.isKinematic)
{
return;
}
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
}
void OnTriggerEnter(Collider other){
if (other.gameObject.tag == "Municao") {
armaCurret.PentBala+= other.GetComponent<MunicaoBehaviour>().municao;
Destroy (other.gameObject);
}
}
}
}
Script da arma
using UnityEngine;
using System.Collections;
public class MovArmasAkBehaviour : MonoBehaviour {
public string SoldierRun;
public string SoldierFire;
public string SoldierJump;
public string SoldierGolpe;
public AudioClip Respirar ;
public AudioClip AudioSalto;
public AudioClip GolpeSound,SomDaBala ;
public GameObject balaPrefab;
public Transform Cano;
private int inicioBalas;
public int PentBala = 64;
public int QuatBala = 16;
private bool podAtirar = true;
public float TempoDisparo = 2;
private float ContarTempo = 0;
public ParticleSystem ParticulaFogo;
void Start (){
inicioBalas = QuatBala;
}
void Update (){
if (podAtirar == false) {
ContarTempo += Time.deltaTime;
if (ContarTempo > TempoDisparo) {
ContarTempo = 0;
podAtirar = true;
}
}
if(Input.GetKeyDown("left shift")){
GetComponent<Animation>().Play(SoldierRun);
GetComponent<AudioSource>().PlayOneShot(Respirar);
}
if (Input.GetMouseButtonDown (0)&& podAtirar == true && QuatBala > 0 ) {
Instantiate (balaPrefab, Cano.position, transform.rotation);
GetComponent<Animation>().Play(SoldierFire);
GetComponent<AudioSource> ().PlayOneShot (SomDaBala);
ParticulaFogo.Emit (1);
podAtirar = false;
QuatBala --;
}
if(Input.GetKeyDown(KeyCode.Space)){
GetComponent<Animation>().Play(SoldierJump);
GetComponent<AudioSource>().PlayOneShot(AudioSalto);
}
if(Input.GetKeyDown(KeyCode.R) && QuatBala < inicioBalas){
GetComponent GetComponent<AudioSource>().PlayOneShot(GolpeSound);
if( PentBala > 0)
if (QuatBala <= inicioBalas) {
int tempbala = inicioBalas-QuatBala;
if (tempbala >= PentBala)
tempbala = PentBala;
QuatBala += tempbala;
PentBala -= tempbala;
}
}
}
}
Script da munição
UnityEngine;
using System.Collections;
public class MunicaoBehaviour : MonoBehaviour {
public int municao = 16;
public bool estaNoLocal;
public Font Fontenicao;
void OnTriggerExit (){
estaNoLocal = false;
}
void OnTriggerEnter (){
estaNoLocal = true;
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//if (Input.GetKeyDown ("e") && estaNoLocal == true) {
//}
}
void OnGUI (){
GUI.skin.font = Fontenicao;
GUI.skin.label.fontSize = Screen.height/20;
if (estaNoLocal == true) {
GUI.Label (new Rect (Screen.width / 2 - Screen.width / 5, Screen.height / 2 - Screen.height / 16, Screen.width / 2.5f, Screen.height / , "Aperte ' E ' para pegar a Muniçao");
}
}
}
Ola galera estou precisando de ajuda.
Eu quero e pegar a munição e adicionar na arma os 3 script estão abaixo.
NullReferenceException: Object reference not set to an instance of an object
UnityStandardAssets.Characters.FirstPerson.FirstPersonController.OnTriggerEnter (UnityEngine.Collider other) (at Assets/Scripts/FirstPersonController.cs:269)
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.Characters.FirstPerson
{
[RequireComponent(typeof (CharacterController))]
[RequireComponent(typeof (AudioSource))]
public class FirstPersonController : MonoBehaviour
{
[SerializeField] private bool m_IsWalking;
[SerializeField] private float m_WalkSpeed;
[SerializeField] private float m_RunSpeed;
[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
[SerializeField] private float m_JumpSpeed;
[SerializeField] private float m_StickToGroundForce;
[SerializeField] private float m_GravityMultiplier;
[SerializeField] private MouseLook m_MouseLook;
[SerializeField] private bool m_UseFovKick;
[SerializeField] private FOVKick m_FovKick = new FOVKick();
[SerializeField] private bool m_UseHeadBob;
[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
[SerializeField] private float m_StepInterval;
[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
private Camera m_Camera;
private bool m_Jump;
private float m_YRotation;
private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero;
private CharacterController m_CharacterController;
private CollisionFlags m_CollisionFlags;
private bool m_PreviouslyGrounded;
private Vector3 m_OriginalCameraPosition;
private float m_StepCycle;
private float m_NextStep;
private bool m_Jumping;
private AudioSource m_AudioSource;
private MovArmasAkBehaviour armaCurret;
private void Awake(){
armaCurret = GetComponentInChildren<MovArmasAkBehaviour>();
}
// Use this for initialization
private void Start()
{
m_CharacterController = GetComponent<CharacterController>();
m_Camera = Camera.main;
m_OriginalCameraPosition = m_Camera.transform.localPosition;
m_FovKick.Setup(m_Camera);
m_HeadBob.Setup(m_Camera, m_StepInterval);
m_StepCycle = 0f;
m_NextStep = m_StepCycle/2f;
m_Jumping = false;
m_AudioSource = GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform);
}
// Update is called once per frame
private void Update()
{
RotateView();
// the jump state needs to read here to make sure it is not missed
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
{
StartCoroutine(m_JumpBob.DoBobCycle());
PlayLandingSound();
m_MoveDir.y = 0f;
m_Jumping = false;
}
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
{
m_MoveDir.y = 0f;
}
m_PreviouslyGrounded = m_CharacterController.isGrounded;
}
private void PlayLandingSound()
{
m_AudioSource.clip = m_LandSound;
m_AudioSource.Play();
m_NextStep = m_StepCycle + .5f;
}
private void FixedUpdate()
{
float speed;
GetInput(out speed);
// always move along the camera forward as it is the direction that it being aimed at
Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
// get a normal for the surface that is being touched to move along it
RaycastHit hitInfo;
Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
m_CharacterController.height/2f, ~0, QueryTriggerInteraction.Ignore);
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
m_MoveDir.x = desiredMove.x*speed;
m_MoveDir.z = desiredMove.z*speed;
if (m_CharacterController.isGrounded)
{
m_MoveDir.y = -m_StickToGroundForce;
if (m_Jump)
{
m_MoveDir.y = m_JumpSpeed;
PlayJumpSound();
m_Jump = false;
m_Jumping = true;
}
}
else
{
m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
}
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
ProgressStepCycle(speed);
UpdateCameraPosition(speed);
m_MouseLook.UpdateCursorLock();
}
private void PlayJumpSound()
{
m_AudioSource.clip = m_JumpSound;
m_AudioSource.Play();
}
private void ProgressStepCycle(float speed)
{
if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
{
m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
Time.fixedDeltaTime;
}
if (!(m_StepCycle > m_NextStep))
{
return;
}
m_NextStep = m_StepCycle + m_StepInterval;
PlayFootStepAudio();
}
private void PlayFootStepAudio()
{
if (!m_CharacterController.isGrounded)
{
return;
}
// pick & play a random footstep sound from the array,
// excluding sound at index 0
int n = Random.Range(1, m_FootstepSounds.Length);
m_AudioSource.clip = m_FootstepSounds[n];
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_FootstepSounds[n] = m_FootstepSounds[0];
m_FootstepSounds[0] = m_AudioSource.clip;
}
private void UpdateCameraPosition(float speed)
{
Vector3 newCameraPosition;
if (!m_UseHeadBob)
{
return;
}
if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
{
m_Camera.transform.localPosition =
m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
}
else
{
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
}
m_Camera.transform.localPosition = newCameraPosition;
}
private void GetInput(out float speed)
{
// Read input
float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
float vertical = CrossPlatformInputManager.GetAxis("Vertical");
bool waswalking = m_IsWalking;
#if !MOBILE_INPUT
// On standalone builds, walk/run speed is modified by a key press.
// keep track of whether or not the character is walking or running
m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
// set the desired speed to be walking or running
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
m_Input = new Vector2(horizontal, vertical);
// normalize input if it exceeds 1 in combined length:
if (m_Input.sqrMagnitude > 1)
{
m_Input.Normalize();
}
// handle speed change to give an fov kick
// only if the player is going to a run, is running and the fovkick is to be used
if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
{
StopAllCoroutines();
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
}
}
private void RotateView()
{
m_MouseLook.LookRotation (transform, m_Camera.transform);
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
//dont move the rigidbody if the character is on top of it
if (m_CollisionFlags == CollisionFlags.Below)
{
return;
}
if (body == null || body.isKinematic)
{
return;
}
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
}
void OnTriggerEnter(Collider other){
if (other.gameObject.tag == "Municao") {
armaCurret.PentBala+= other.GetComponent<MunicaoBehaviour>().municao;
Destroy (other.gameObject);
}
}
}
}
Script da arma
using UnityEngine;
using System.Collections;
public class MovArmasAkBehaviour : MonoBehaviour {
public string SoldierRun;
public string SoldierFire;
public string SoldierJump;
public string SoldierGolpe;
public AudioClip Respirar ;
public AudioClip AudioSalto;
public AudioClip GolpeSound,SomDaBala ;
public GameObject balaPrefab;
public Transform Cano;
private int inicioBalas;
public int PentBala = 64;
public int QuatBala = 16;
private bool podAtirar = true;
public float TempoDisparo = 2;
private float ContarTempo = 0;
public ParticleSystem ParticulaFogo;
void Start (){
inicioBalas = QuatBala;
}
void Update (){
if (podAtirar == false) {
ContarTempo += Time.deltaTime;
if (ContarTempo > TempoDisparo) {
ContarTempo = 0;
podAtirar = true;
}
}
if(Input.GetKeyDown("left shift")){
GetComponent<Animation>().Play(SoldierRun);
GetComponent<AudioSource>().PlayOneShot(Respirar);
}
if (Input.GetMouseButtonDown (0)&& podAtirar == true && QuatBala > 0 ) {
Instantiate (balaPrefab, Cano.position, transform.rotation);
GetComponent<Animation>().Play(SoldierFire);
GetComponent<AudioSource> ().PlayOneShot (SomDaBala);
ParticulaFogo.Emit (1);
podAtirar = false;
QuatBala --;
}
if(Input.GetKeyDown(KeyCode.Space)){
GetComponent<Animation>().Play(SoldierJump);
GetComponent<AudioSource>().PlayOneShot(AudioSalto);
}
if(Input.GetKeyDown(KeyCode.R) && QuatBala < inicioBalas){
GetComponent
if( PentBala > 0)
if (QuatBala <= inicioBalas) {
int tempbala = inicioBalas-QuatBala;
if (tempbala >= PentBala)
tempbala = PentBala;
QuatBala += tempbala;
PentBala -= tempbala;
}
}
}
}
Script da munição
UnityEngine;
using System.Collections;
public class MunicaoBehaviour : MonoBehaviour {
public int municao = 16;
public bool estaNoLocal;
public Font Fontenicao;
void OnTriggerExit (){
estaNoLocal = false;
}
void OnTriggerEnter (){
estaNoLocal = true;
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//if (Input.GetKeyDown ("e") && estaNoLocal == true) {
//}
}
void OnGUI (){
GUI.skin.font = Fontenicao;
GUI.skin.label.fontSize = Screen.height/20;
if (estaNoLocal == true) {
GUI.Label (new Rect (Screen.width / 2 - Screen.width / 5, Screen.height / 2 - Screen.height / 16, Screen.width / 2.5f, Screen.height / , "Aperte ' E ' para pegar a Muniçao");
}
}
}
joao natalino- Membro
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Respeito as regras :
Re: ajuda. pegar munição e adicionar na arma
Peço que coloque seu script dentro desta caixa:
- Código:
Ela aparece quando você clica no botao SCRIPT acima da caixa de comentários
JohnRambo- Moderador
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Idade : 24
Áreas de atuação : Unity;
Programação;
Música e Sonorização;
Graduado em Análise e Desenvolvimento de Sistemas;
Respeito as regras :
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