正如標題所說,我想在每一波之后增加我的敵人 hp,但是在第一波之后我得到“IndexOutOfRangeException:索引超出了陣列的范圍。” 錯誤
注意:我仍然是初學者,這是我正在從事的第一個專案,我遵循了這個腳本的教程(我自己也寫了一些東西)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class WaveSpawner : MonoBehaviour
{
public enum SpawnState { SPAWNING, WAITING, COUNTING };
public int waveNumber = 0;
[SerializeField] public TMP_Text waveNumberTextValue;
public bool waveEnded = false;
[System.Serializable]
public class Wave
{
public string name;
public Transform enemy;
public int count;
public float rate;
}
public Wave[] waves;
private int nextWave = 0;
public Transform[] spawnPoints;
public float timeBetweenWaves = 5f;
private float waveCountdown;
private float searchCountdown = 1f;
private SpawnState state = SpawnState.COUNTING;
void Start()
{
waveNumber = 1;
waveCountdown = timeBetweenWaves;
}
public void EnemyHpIncrease()
{
if (waveEnded == true)
{
if(waveNumber <= 10)
{
FindObjectsOfType<EnemyHealth>()[0].enemyHealth = 100f;
}
else
{
FindObjectsOfType<EnemyHealth>()[0].enemyHealth *= 1.1f;
}
}
}
void Update()
{
waveNumberTextValue.text = "Wave " waveNumber.ToString("0");
if(state == SpawnState.WAITING)
{
if(!EnemyIsAlive())
{
WaveCompleted();
Debug.Log("hp increased by 100hp");
waveEnded = true;
waveNumber ;
}
else
{
return;
}
}
if(waveCountdown <= 0)
{
if(state != SpawnState.SPAWNING)
{
StartCoroutine(SpawnWave(waves[nextWave]));
}
}
else
{
waveCountdown -= Time.deltaTime;
}
}
public void WaveCompleted()
{
waveEnded = true;
EnemyHpIncrease();
state = SpawnState.COUNTING;
waveCountdown = timeBetweenWaves;
if(nextWave 1 > waves.Length - 1)
{
nextWave = 0;
Debug.Log("ALL WAVES COMPLETED!");
}
else
{
nextWave ;
}
}
bool EnemyIsAlive()
{
searchCountdown -= Time.deltaTime;
if(searchCountdown <= 0f)
{
searchCountdown = 1f;
if(GameObject.FindGameObjectWithTag("Enemy") == null)
{
return false;
}
}
return true;
}
IEnumerator SpawnWave (Wave _wave)
{
Debug.Log("Spawning Wave" _wave.name);
state = SpawnState.SPAWNING;
waveEnded = false;
for (int i = 0; i < _wave.count; i )
{
SpawnEnemy(_wave.enemy);
yield return new WaitForSeconds( 1f/_wave.rate );
}
state = SpawnState.WAITING;
yield break;
}
void SpawnEnemy(Transform _enemy)
{
Debug.Log("Spawning Enemy" _enemy.name);
Transform _sp = spawnPoints[Random.Range(0, spawnPoints.Length)];
Instantiate (_enemy, _sp.position, _sp.rotation);
}
}
我嘗試將 debug.log 放在任何地方,但在 WaveCompleted() 之后它不再顯示;在
WaveCompleted();
Debug.Log("hp increased by 100hp");
waveEnded = true;
waveNumber ;
錯誤:
IndexOutOfRangeException: Index was outside the bounds of the array.
WaveSpawner.EnemyHpIncrease () (at Assets/scripts/WaveSpawner.cs:48)
WaveSpawner.WaveCompleted () (at Assets/scripts/WaveSpawner.cs:93)
WaveSpawner.Update () (at Assets/scripts/WaveSpawner.cs:65)
uj5u.com熱心網友回復:
IndexOutOfRangeException 在第 48 行:
IndexOutOfRangeException: Index was outside the bounds of the array.
WaveSpawner.EnemyHpIncrease () (at Assets/scripts/WaveSpawner.cs:48) <-- line number here
將您的代碼復制到 Notepad 中,第 48 行似乎如下:
FindObjectsOfType<EnemyHealth>()[0].enemyHealth = 100f;
代碼假設 FindObjectsOfType<> 方法的結果是回傳一個包含至少一個元素的陣列。我假設這種情況下的結果是一個空陣列,因此位置 0 處沒有元素。
如果 FindObjectsOfType 的回傳值應該是一個物件,而您只想更新一個物件,那么只有在陣列中至少有一個元素時才可以執行該操作。如果要更改所有回傳的物件,則需要使用回圈遍歷陣列foreach。
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