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Why does this make unity crash when I call start()

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Crashes in start() when I put this line paths[0].sections[0] = new Section1(); ///////////////////////////////////// using System.Collections; using System.Collections.Generic; using UnityEngine; public class Level : MonoBehaviour { public int typesOfSections = 1; public int tileSize = 2; public int generationDistance = 100; // // To store all paths public Path[] paths = new Path[3]; // // Player gameobject to access position public GameObject player; // // Assign in editor public GameObject[] allTiles; public GameObject[] allWalls; public GameObject[] allPoints; // // Path Class public class Path { public int maxSections = 10; public Section1[] sections = new Section1[3]; public int typesOfSections = 1; public int tileSize = 2; public int generationDistance = 100; public Path() { //sections = new Section1[maxSections]; return; } public void addNewSection() { return; } } // // Section Class public class Section1 : Path { public Vector3 position; public int width = 9; public int length; public int baseLength = 100; public SectionComponent[] tiles; public SectionComponent[] walls; public SectionComponent[] points; public Section1() { tiles = new SectionComponent[200]; length = baseLength; for (int i = 0; i < width; i++) { for (int j = 0; j < length; j++) { int xPos = i * tileSize; int yPos = 0; int zPos = j * tileSize; Vector3 newPosition = new Vector3(xPos, yPos, zPos); tiles[i] = new SectionComponent(newPosition); } } return; } public void GenerateTiles() { for (int i = 0; i < width; i++) { for (int j = 0; j < length; j++) { int xPos = i * tileSize; int yPos = 0; int zPos = j * tileSize; Vector3 newPosition = new Vector3(xPos, yPos, zPos); tiles[i] = new SectionComponent(newPosition); } } return; } } // // SectionComponent Class public class SectionComponent : Section1 { public Vector3 componentPosition; public GameObject gameObject; // // Constructor public SectionComponent(Vector3 position) { componentPosition = position; return; } } // // Unique Sections // // ZigZagWall Section Class public class ZigZagWall : Section1 { int numWalls; int minNumWalls = 2; int maxNumWalls = 6; public ZigZagWall() { numWalls = Random.Range(minNumWalls, maxNumWalls); length = numWalls * 10 + numWalls + baseLength; GenerateTiles(); return; } } // // Use this for initialization void Start() { paths[0] = new Path(); paths[0].sections[0] = new Section1(); //for (int i = 0; i < paths[0].sections[0].tiles.Length; i++) { // Instantiate(allTiles[0], new Vector3 (0.0f, 0.0f, 0.0f), transform.rotation); // } //Instantiate(allTiles[0]); return; } // // Update is called once per frame void Update() { MoveLevel(); return; } // // Move Level Transform With Player private void MoveLevel() { float zPos = player.transform.position.z; Vector3 newPos = new Vector3(0.0f, 0.0f, zPos); transform.position = newPos; return; } // // Initiates component public void InstantiateComponent() { return; } }

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