Hi! I am getting an error in this script whenever I make a Detonator or use one of the prefab explosions. I’m pretty angry over this, because I can find no errors. In fact, the console says there is an error and points to this line even when I delete said line and there is nothing there!!! Which leads me to believe it is a syntax error or something (btw it is a null reference error) ![]()
I have highlighted the wrong line red and the similar line green (the green one has no error, but is, like, an exact duplicate of it)
using UnityEngine;
using System.Collections;
[RequireComponent (typeof (Detonator))]
[AddComponentMenu("Detonator/Fireball")]
public class DetonatorFireball : DetonatorComponent
{
private float _baseSize = 1f;
private float _baseDuration = 3f;
private Color _baseColor = new Color(1f, .423f, 0f, .5f);
// private float _baseDamping = 0.1300004f;
private float _scaledDuration;
private GameObject _fireballA;
private DetonatorBurstEmitter _fireballAEmitter;
public Material fireballAMaterial;
private GameObject _fireballB;
private DetonatorBurstEmitter _fireballBEmitter;
public Material fireballBMaterial;
private GameObject _fireShadow;
private DetonatorBurstEmitter _fireShadowEmitter;
public Material fireShadowMaterial;
public bool drawFireballA = true;
public bool drawFireballB = true;
public bool drawFireShadow = true;
override public void Init()
{
//make sure there are materials at all
FillMaterials(false);
BuildFireballA();
BuildFireballB();
BuildFireShadow();
}
//if materials are empty fill them with defaults
public void FillMaterials(bool wipe)
{
if (!fireballAMaterial || wipe)
{
fireballAMaterial = MyDetonator().fireballAMaterial;
}
if (!fireballBMaterial || wipe)
{
fireballBMaterial = MyDetonator().fireballBMaterial;
}
if (!fireShadowMaterial || wipe)
{
if (Random.value > 0.5)
{
fireShadowMaterial = MyDetonator().smokeAMaterial;
}
else
{
fireShadowMaterial = MyDetonator().smokeBMaterial;
}
}
}
private Color _detailAdjustedColor;
//Build these to look correct at the stock Detonator size of 10m... then let the size parameter
//cascade through to the emitters and let them do the scaling work... keep these absolute.
public void BuildFireballA()
{
_fireballA = new GameObject("FireballA");
_fireballAEmitter = (DetonatorBurstEmitter)_fireballA.AddComponent("DetonatorBurstEmitter");
_fireballA.transform.parent = this.transform;
_fireballA.transform.localRotation = Quaternion.identity;
_fireballAEmitter.material = fireballAMaterial;
_fireballAEmitter.useWorldSpace = MyDetonator().useWorldSpace;
[COLOR="#9acd32"]_fireballAEmitter.upwardsBias = MyDetonator().upwardsBias;[/COLOR]
}
public void UpdateFireballA()
{
_fireballA.transform.localPosition = Vector3.Scale(localPosition,(new Vector3(size, size, size)));
_fireballAEmitter.color = color;
_fireballAEmitter.duration = duration * .5f;
_fireballAEmitter.durationVariation = duration * .5f;
_fireballAEmitter.count = 2f;
_fireballAEmitter.timeScale = timeScale;
_fireballAEmitter.detail = detail;
_fireballAEmitter.particleSize = 14f;
_fireballAEmitter.sizeVariation = 3f;
_fireballAEmitter.velocity = velocity;
_fireballAEmitter.startRadius = 4f;
_fireballAEmitter.size = size;
_fireballAEmitter.useExplicitColorAnimation = true;
//make the starting colors more intense, towards white
Color fadeWhite = new Color(1f, 1f, 1f, .5f);
Color fadeRed = new Color(.6f, .15f, .15f, .3f);
Color fadeBlue = new Color(.1f, .2f, .45f, 0f);
_fireballAEmitter.colorAnimation[0] = Color.Lerp(color, fadeWhite, .8f);
_fireballAEmitter.colorAnimation[1] = Color.Lerp(color, fadeWhite, .5f);
_fireballAEmitter.colorAnimation[2] = color;
_fireballAEmitter.colorAnimation[3] = Color.Lerp(color, fadeRed, .7f);
_fireballAEmitter.colorAnimation[4] = fadeBlue;
_fireballAEmitter.explodeDelayMin = explodeDelayMin;
_fireballAEmitter.explodeDelayMax = explodeDelayMax;
}
public void BuildFireballB()
{
_fireballB = new GameObject("FireballB");
_fireballBEmitter = (DetonatorBurstEmitter)_fireballB.AddComponent("DetonatorBurstEmitter");
_fireballB.transform.parent = this.transform;
_fireballB.transform.localRotation = Quaternion.identity;
_fireballBEmitter.material = fireballBMaterial;
_fireballBEmitter.useWorldSpace = MyDetonator().useWorldSpace;
[COLOR="#2e8b57"]_fireballBEmitter.upwardsBias = MyDetonator().upwardsBias;[/COLOR]
}
public void UpdateFireballB()
{
_fireballB.transform.localPosition = Vector3.Scale(localPosition,(new Vector3(size, size, size)));
_fireballBEmitter.color = color;
_fireballBEmitter.duration = duration * .5f;
_fireballBEmitter.durationVariation = duration * .5f;
_fireballBEmitter.count = 2f;
_fireballBEmitter.timeScale = timeScale;
_fireballBEmitter.detail = detail;
_fireballBEmitter.particleSize = 10f;
_fireballBEmitter.sizeVariation = 6f;
_fireballBEmitter.velocity = velocity;
_fireballBEmitter.startRadius = 4f;
_fireballBEmitter.size = size;
_fireballBEmitter.useExplicitColorAnimation = true;
//make the starting colors more intense, towards white
Color fadeWhite = new Color(1f, 1f, 1f, .5f);
Color fadeRed = new Color(.6f, .15f, .15f, .3f);
Color fadeBlue = new Color(.1f, .2f, .45f, 0f);
_fireballBEmitter.colorAnimation[0] = Color.Lerp(color, fadeWhite, .8f);
_fireballBEmitter.colorAnimation[1] = Color.Lerp(color, fadeWhite, .5f);
_fireballBEmitter.colorAnimation[2] = color;
_fireballBEmitter.colorAnimation[3] = Color.Lerp(color, fadeRed, .7f);
_fireballBEmitter.colorAnimation[4] = fadeBlue;
_fireballBEmitter.explodeDelayMin = explodeDelayMin;
_fireballBEmitter.explodeDelayMax = explodeDelayMax;
}
public void BuildFireShadow()
{
_fireShadow = new GameObject("FireShadow");
_fireShadowEmitter = (DetonatorBurstEmitter)_fireShadow.AddComponent("DetonatorBurstEmitter");
_fireShadow.transform.parent = this.transform;
_fireShadow.transform.localRotation = Quaternion.identity;
_fireShadowEmitter.material = fireShadowMaterial;
_fireShadowEmitter.useWorldSpace = MyDetonator().useWorldSpace;
[COLOR="red"]_fireShadowEmitter.upwardsBias = MyDetonator().upwardsBias; [/COLOR]
}
public void UpdateFireShadow()
{
_fireShadow.transform.localPosition = Vector3.Scale(localPosition,(new Vector3(size, size, size)));
//move slightly towards the main camera so it sorts properly
_fireShadow.transform.LookAt(Camera.main.transform);
_fireShadow.transform.localPosition = -(Vector3.forward * 1f);
_fireShadowEmitter.color = new Color(.1f, .1f, .1f, .6f);
_fireShadowEmitter.duration = duration * .5f;
_fireShadowEmitter.durationVariation = duration * .5f;
_fireShadowEmitter.timeScale = timeScale;
_fireShadowEmitter.detail = 1; //don't scale up count
_fireShadowEmitter.particleSize = 13f;
_fireShadowEmitter.velocity = velocity;
_fireShadowEmitter.sizeVariation = 1f;
_fireShadowEmitter.count = 4;
_fireShadowEmitter.startRadius = 6f;
_fireShadowEmitter.size = size;
_fireShadowEmitter.explodeDelayMin = explodeDelayMin;
_fireShadowEmitter.explodeDelayMax = explodeDelayMax;
}
public void Reset()
{
FillMaterials(true);
on = true;
size = _baseSize;
duration = _baseDuration;
explodeDelayMin = 0f;
explodeDelayMax = 0f;
color = _baseColor;
}
override public void Explode()
{
if (detailThreshold > detail) return;
if (on)
{
UpdateFireballA();
UpdateFireballB();
UpdateFireShadow();
if (drawFireballA) _fireballAEmitter.Explode();
if (drawFireballB) _fireballBEmitter.Explode();
if (drawFireShadow) _fireShadowEmitter.Explode();
}
}
}
