当我从层次结构中删除 AIThirdPersonController 后,错误就开始了。 现在我有主相机和第三人称控制器。
我在检查器中有主相机,我添加了一个相机脚本.cs
using UnityEngine;
using System.Collections;
public class CameraScript : MonoBehaviour {
public Transform TargetLookAt;
public float Distance = 5.0f;
public float DistanceMin = 3.0f;
public float DistanceMax = 10.0f;
private float mouseX = 0.0f;
private float mouseY = 0.0f;
private float startingDistance = 0.0f;
private float desiredDistance = 0.0f;
public float X_MouseSensitivity = 5.0f;
public float Y_MouseSensitivity = 5.0f;
public float MouseWheelSensitivity = 5.0f;
public float Y_MinLimit = -40.0f;
public float Y_MaxLimit = 80.0f;
public float DistanceSmooth = 0.05f;
private float velocityDistance = 0.0f;
private Vector3 desiredPosition = Vector3.zero;
public float X_Smooth = 0.05f;
public float Y_Smooth = 0.1f;
private float velX = 0.0f;
private float velY = 0.0f;
private float velZ = 0.0f;
private Vector3 position = Vector3.zero;
CursorLockMode wantedMode;
void Start (){
Distance = Mathf.Clamp(Distance, DistanceMin, DistanceMax);
startingDistance = Distance;
Reset();
SetCursorState();
OnGUI();
}
void Update(){
}
void FixedUpdate (){
if (TargetLookAt == null)
return;
HandlePlayerInput();
CalculateDesiredPosition();
UpdatePosition();
}
void HandlePlayerInput (){
float deadZone= 0.01f; // mousewheel deadZone
//if (Input.GetMouseButton(1))
//{
mouseX += Input.GetAxis("Mouse X") * X_MouseSensitivity;
mouseY -= Input.GetAxis("Mouse Y") * Y_MouseSensitivity;
//}
// this is where the mouseY is limited - Helper script
mouseY = ClampAngle(mouseY, Y_MinLimit, Y_MaxLimit);
// get Mouse Wheel Input
if (Input.GetAxis("Mouse ScrollWheel") < -deadZone || Input.GetAxis("Mouse ScrollWheel") > deadZone)
{
desiredDistance = Mathf.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity),
DistanceMin, DistanceMax);
}
}
void CalculateDesiredPosition (){
// Evaluate distance
Distance = Mathf.SmoothDamp(Distance, desiredDistance, ref velocityDistance, DistanceSmooth);
// Calculate desired position -> Note : mouse inputs reversed to align to WorldSpace Axis
desiredPosition = CalculatePosition(mouseY, mouseX, Distance);
}
Vector3 CalculatePosition ( float rotationX , float rotationY , float distance ){
Vector3 direction = new Vector3(0, 0, -distance);
Quaternion rotation = Quaternion.Euler(rotationX, rotationY, 0);
return TargetLookAt.position + (rotation * direction);
}
void UpdatePosition (){
float posX= Mathf.SmoothDamp(position.x, desiredPosition.x, ref velX, X_Smooth);
float posY= Mathf.SmoothDamp(position.y, desiredPosition.y, ref velY, Y_Smooth);
float posZ= Mathf.SmoothDamp(position.z, desiredPosition.z, ref velZ, X_Smooth);
position = new Vector3(posX, posY, posZ);
transform.position = position;
transform.LookAt(TargetLookAt);
}
void Reset (){
mouseX = 0;
mouseY = 10;
Distance = startingDistance;
desiredDistance = Distance;
}
float ClampAngle ( float angle , float min , float max ){
while (angle < -360 || angle > 360)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
}
return Mathf.Clamp(angle, min, max);
}
// Apply requested cursor state
void SetCursorState ()
{
Cursor.lockState = wantedMode;
// Hide cursor when locking
Cursor.visible = (CursorLockMode.Locked != wantedMode);
}
void OnGUI ()
{
GUILayout.BeginVertical ();
// Release cursor on escape keypress
if (Input.GetKeyDown (KeyCode.Escape))
Cursor.lockState = wantedMode = CursorLockMode.None;
switch (Cursor.lockState) {
case CursorLockMode.None:
GUILayout.Label ("Cursor is normal");
if (GUILayout.Button ("Lock cursor"))
wantedMode = CursorLockMode.Locked;
if (GUILayout.Button ("Confine cursor"))
wantedMode = CursorLockMode.Confined;
break;
case CursorLockMode.Confined:
GUILayout.Label ("Cursor is confined");
if (GUILayout.Button ("Lock cursor"))
wantedMode = CursorLockMode.Locked;
if (GUILayout.Button ("Release cursor"))
wantedMode = CursorLockMode.None;
break;
case CursorLockMode.Locked:
GUILayout.Label ("Cursor is locked");
if (GUILayout.Button ("Unlock cursor"))
wantedMode = CursorLockMode.None;
if (GUILayout.Button ("Confine cursor"))
wantedMode = CursorLockMode.Confined;
break;
}
GUILayout.EndVertical ();
SetCursorState ();
}
}
错误上线:
GUILayout.BeginVertical ();
我收到的错误是:
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayoutUtility.cs:252)
UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:308)
UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:296)
CameraScript.OnGUI () (at Assets/My Scripts/CameraScript.cs:135)
CameraScript.Start () (at Assets/My Scripts/CameraScript.cs:43)
在相机脚本区域的主相机检查器中,目标外观设置为 ThirdPersonController。
您收到此错误是因为您从
OnGUI()
函数调用 Start()
函数。不要这样做。
void Start()
{
Distance = Mathf.Clamp(Distance, DistanceMin, DistanceMax);
startingDistance = Distance;
Reset();
SetCursorState();
OnGUI();///--------------------->DON'T DO THIS!
}
OnGUI()
函数是Unity GUI回调函数,由Unity自动调用来创建GUI。从您的 Start()
函数中删除该行代码,您的问题就会消失。如果您需要从 Start()
函数启动任何操作,请创建一个新函数来执行此操作。
该新函数不应命名为 OnGUI()
,并且不得包含任何 GUI 函数,例如
GUILayout.BeginVertical();
GUILayout.EndVertical();
、
GUILayout.Button("Confine cursor")
。
通知:
OnGUI()
函数不应在您的游戏中使用。您应该仅将其用作测试工具来测试游戏中的功能,仅在编辑器中。在实际游戏中使用时,成本非常高且速度慢。您可以在here了解您应该使用的新 Unity UI。