I am making a game based on design of super crate box: player collides with box and it chooses a random weapon.
The problem is if the shotgun bullet is active while I shoot again using another gun, I get the exception (I will obviously later make the bullet disappears but the problem also occurs even if the bullet disappears).
I need to press the key really fast for it to happen so I assume the exception only happens when the shotgun bullet is active.
Exception scenario:
- player picks up shotgun
- player fire bullet (bullet doesn't disappear for testing purposes)
- player pick up another gun
- while bullet is still active, player presses control again to fire bullet => Exception
The line where the exception occurs is the first instance of this Transform cameraTransform = player.transform;
.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
public class FireGun : MonoBehaviour
{
//used to hold the guns user is currently holding
public List Guns = new List();
//to acceess pickupbx
public PickupBx pbx;
//holds the current name weapon user is holding
private string weaponFireType;
//this will get the bullet prefab
public GameObject BulletPrefab;
public GameObject shotGunBulletPrefab;
//bullet position on player
public GameObject bulletPosition;
public GameObject shotgunBulletPosition;
//the player
public GameObject player;
//this is the bullet that will be instantiated in scene (rpg/machine gun)
public GameObject bulletInScene;
//this is for the shotgun bullet that will be instantiated
public GameObject ShotgunBulletInScene;
//used to make shooty shoot once every few seconds
private bool shootShottyOnce = false;
void Start()
{
pbx = GetComponent();
}
// Update is called once per frame
void Update()
{
if (GetComponent().flipX == true)
{
bulletPosition.transform.position = new Vector2(-92, 0);
}
else if (GetComponent().flipX == false)
{
bulletPosition.transform.position = new Vector2(92, 0);
}
AddObjectToList(pbx.guns, Guns);
checkWeaponType();
}
//this method will loop through the gameobjects in pbxguns list (first parameter is the guns list in the pickupBx script), (myList is the list in this script)_
void AddObjectToList(List pbxGunsList, List myList)
{
//loop through all gaeobjects in the pbxGunsList list
foreach (GameObject go in pbxGunsList)
{
//if this list in this script doesn't contain the gameObjects from the other script
if (!myList.Contains(go))
{
//clear the list to make sure we don't get duplicates and have weapons in one 1 element
myList.Clear();
//add the gun to our list
myList.Add(go);
}
}
}
//check weapon the player is holding
void checkWeaponType()
{
//loop through the guns and set the string to weapon player is currently holding
for (int i = 0; i < Guns.Count; i++)
{
if (Guns[i].name == "weapons_0(Clone)")
{
weaponFireType = "MachineGun";
}
else if (Guns[i].name == "weapons_1(Clone)")
{
weaponFireType = "Shotgun";
}
else if (Guns[i].name == "weapons_2(Clone)")
{
weaponFireType = "RPG";
}
}
//check if user pressed key and check that guns is not empty ( reason shotgun is inputed here is because the shotgun will shoot differently to the other guns
if (Input.GetKeyDown(KeyCode.LeftControl) && Guns.Count != 0 && weaponFireType != "Shotgun")
{
//make a new gameObject which will hold the bullet in the scene it will instantiate a bullet at the position of the bulletPosition empty gameObject.
bulletInScene = (GameObject)Instantiate(BulletPrefab, bulletPosition.transform.position, Quaternion.identity);
//the transform of the player
Transform cameraTransform = player.transform;
//Makes the player the parent of the GameObject currentGun
bulletInScene.transform.SetParent(cameraTransform, false);
}
if (Input.GetKeyDown(KeyCode.LeftControl) && weaponFireType == "Shotgun")
{
ShotgunBulletInScene = (GameObject)Instantiate(shotGunBulletPrefab, shotgunBulletPosition.transform.position, Quaternion.identity);
//the transform of the player
Transform cameraTransform = player.transform;
//Makes the player the parent of the GameObject currentGun
ShotgunBulletInScene.transform.SetParent(cameraTransform, false);
}
foreach (Transform t in transform)
{
if (bulletInScene != null)
{
if (t.name.Contains("Bullet1(Clone)"))
{
transform.Find("Bullet1(Clone)").transform.parent = null;
if (GetComponent().flipX == true && weaponFireType == "MachineGun")
bulletInScene.GetComponent().AddForce(Vector2.left * 7500);
if (GetComponent().flipX == false && weaponFireType == "MachineGun")
bulletInScene.GetComponent().AddForce(Vector2.right * 7500);
if (GetComponent().flipX == true && weaponFireType == "RPG")
bulletInScene.GetComponent().AddForce(Vector2.left * 4500);
if (GetComponent().flipX == false && weaponFireType == "RPG")
bulletInScene.GetComponent().AddForce(Vector2.right * 4500);
}
}
}
foreach (Transform t in transform)
{
if(ShotgunBulletInScene != null)
{
if (t.name.Contains("ShotgunBullet1(Clone)"))
{
Debug.Log("shotty test");
if (shootShottyOnce == false)
{
StartCoroutine(DestroyShottyBullet());
}
}
}
}
}
IEnumerator DestroyShottyBullet()
{
shootShottyOnce = true;
yield return new WaitForSeconds(0.5f);
Destroy(ShotgunBulletInScene);
shootShottyOnce = false;
}
}