Hey Guys,
In 1.23 i always get an error when im presing the “E”-key and the guns dont switch.
I get this error:
NullReferenceException: Object reference not set to an instance of an object
Boo.Lang.Runtime.RuntimeServices.InvokeBinaryOperator (System.String operatorName, System.Object lhs, System.Object rhs)
GunScript.LateUpdate () (at Assets/Scripts/GunScript.js:164)
Here is my GunScript Code :
var beingHeld : boolean = false;
var outsideBox : GameObject;
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var countToThrow : int = -1;
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var playerTransform : Transform;
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var playerMovementScript : PlayerMovementScript;
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var camaraObject : GameObject;
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var targetXRotation : float;
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var targetYRotation : float;
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var targetXRotationV : float;
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var targetYRotationV : float;
var rotateSpeed : float = 0.3;
var holdHeight : float = -0.5;
var holdSide : float = 0.5;
var ratioHipHold : float = 1;
var hipToAimSpeed : float = 0.1;
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var ratioHipHoldV : float;
var aimRatio : float = 0.4;
var zoomAngle : float = 30;
var fireSpeed : float = 15;
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var waitTilNextFire : float = 0;
var bullet : GameObject;
var bulletSpawn : GameObject;
var shootAngleRandomizationAiming : float = 5;
var shootAngleRandomizationNotAiming : float = 15;
var recoilAmount : float = 0.5;
var recoilRecoverTime : float = 0.2;
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var currentRecoilZPos : float;
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var currentRecoilZPosV : float;
var bulletSound : GameObject;
var muzzleFlash : GameObject;
var gunbobAmountX : float = 0.5;
var gunbobAmountY : float = 0.5;
var currentGunbobX : float;
var currentGunbobY : float;
var automatic : boolean = false;
function Awake ()
{
countToThrow = -1;
playerTransform = GameObject.FindWithTag(“Player”).transform;
playerMovementScript = GameObject.FindWithTag(“Player”).GetComponent(PlayerMovementScript);
camaraObject = GameObject.FindWithTag(“MainCamera”);
}
function LateUpdate ()
{
if(beingHeld)
{
rigidbody.useGravity = false;
outsideBox.GetComponent(Collider).enabled = false;
currentGunbobX = Mathf.Sin(camaraObject.GetComponent(MouseLookScript).headbobStepCounter) * gunbobAmountX * ratioHipHold;
currentGunbobY = Mathf.Cos(camaraObject.GetComponent(MouseLookScript).headbobStepCounter * 2) * gunbobAmountY * -1 * ratioHipHold;
var holdMuzzleFlash : GameObject;
var holdSound : GameObject;
if(!automatic)
{
if(Input.GetButtonDown(“Fire1”))
{
if(waitTilNextFire <= 0)
{
if(bullet)
Instantiate(bullet, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
if(bulletSound)
holdSound = Instantiate(bulletSound, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
if(muzzleFlash)
holdMuzzleFlash = Instantiate(muzzleFlash, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
targetXRotation += (Random.value - 0.5) * Mathf.Lerp(shootAngleRandomizationAiming, shootAngleRandomizationNotAiming, ratioHipHold);
targetYRotation += (Random.value - 0.5) * Mathf.Lerp(shootAngleRandomizationAiming, shootAngleRandomizationNotAiming, ratioHipHold);
currentRecoilZPos -= recoilAmount;
waitTilNextFire = 1;
}
}
}
if(automatic)
{
if(Input.GetButton(“Fire1”))
{
if(waitTilNextFire <= 0)
{
if(bullet)
Instantiate(bullet, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
if(bulletSound)
holdSound = Instantiate(bulletSound, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
if(muzzleFlash)
holdMuzzleFlash = Instantiate(muzzleFlash, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
targetXRotation += (Random.value - 0.5) * Mathf.Lerp(shootAngleRandomizationAiming, shootAngleRandomizationNotAiming, ratioHipHold);
targetYRotation += (Random.value - 0.5) * Mathf.Lerp(shootAngleRandomizationAiming, shootAngleRandomizationNotAiming, ratioHipHold);
currentRecoilZPos -= recoilAmount;
waitTilNextFire = 1;
}
}
}
waitTilNextFire -= Time.deltaTime * fireSpeed;
if(holdSound)
holdSound.transform.parent = transform;
if(holdMuzzleFlash)
holdMuzzleFlash.transform.parent = transform;
currentRecoilZPos = Mathf.SmoothDamp(currentRecoilZPos, 0, currentRecoilZPosV, recoilRecoverTime);
camaraObject.GetComponent(MouseLookScript).currentTargetCamaraAngle = zoomAngle;
if(Input.GetButton(“Fire2”))
{
camaraObject.GetComponent(MouseLookScript).currentAimRatio = aimRatio;
ratioHipHold = Mathf.SmoothDamp(ratioHipHold, 0, ratioHipHoldV, hipToAimSpeed);
}
if(Input.GetButton(“Fire2”) == false)
{
camaraObject.GetComponent(MouseLookScript).currentAimRatio = 1;
ratioHipHold = Mathf.SmoothDamp(ratioHipHold, 1, ratioHipHoldV, hipToAimSpeed);
}
transform.position = camaraObject.transform.position + (Quaternion.Euler(0,targetYRotation,0) * Vector3(holdSide * ratioHipHold + currentGunbobX,holdHeight * ratioHipHold + currentGunbobY,0) + Quaternion.Euler(targetXRotation, targetYRotation, 0) * Vector3(0, 0, currentRecoilZPos));
targetXRotation = Mathf.SmoothDamp(targetXRotation,camaraObject.GetComponent(MouseLookScript).xRotation, targetXRotationV, rotateSpeed);
targetYRotation = Mathf.SmoothDamp(targetYRotation,camaraObject.GetComponent(MouseLookScript).yRotation, targetYRotationV, rotateSpeed);
transform.rotation = Quaternion.Euler(targetXRotation, targetYRotation, 0);
}
if (!beingHeld)
{
rigidbody.useGravity = true;
outsideBox.GetComponent(Collider).enabled = true;
countToThrow -= 1;
if (countToThrow == 0)
rigidbody.AddRelativeForce(0, playerMovementScript.throwGunUpForce, playerMovementScript.throwGunForwardForce);
if (Vector3.Distance(transform.position, playerTransform.position) < playerMovementScript.distToPickUpGun Input.GetButtonDown(“Use Key”) playerMovementScript.waitFrameForSwitchGuns <= 0)
{
playerMovementScript.currentGun.GetComponent(GunScript).beingHeld = false;
playerMovementScript.currentGun.GetComponent(GunScript).countToThrow = 2;
playerMovementScript.currentGun = gameObject;
beingHeld = true;
targetYRotation = camaraObject.GetComponent(MouseLookScript).yRotation - 180;
playerMovementScript.waitFrameForSwitchGuns = 2;
}
}
}