It has come up with the same error 9 times at the same time.
IndexOutOfRangeException: Array index is out of range.
BaseCharacter.GetVital (Int32 index) (at Assets/Scripts 1/Character Classes/BaseCharacter.cs:77)
GameSettings.SaveCharacterData () (at Assets/Scripts 1/GameSettings.cs:44)
CharacterGenerator.DisplayCreateButton () (at Assets/Scripts 1/Character Classes/CharacterGenerator.cs:151)
CharacterGenerator.OnGUI () (at Assets/Scripts 1/Character Classes/CharacterGenerator.cs:62)
Here is my script it says it is on line 77, Please Help:
using UnityEngine;
using System.Collections;
using System; //added to access the enum class
public class BaseCharacter : MonoBehaviour {
private string _name;
private int _level;
private uint _freeExp;
private Attribute[] _primaryAttribute;
private Vital[] _vital;
private Skill[] _skill;
public void Awake() {
_name = string.Empty;
_level = 0;
_freeExp = 0;
_primaryAttribute = new Attribute[Enum.GetValues(typeof(AttributeName)).Length];
_vital = new Vital[Enum.GetValues(typeof(VitalName)).Length];
_skill = new Skill[Enum.GetValues(typeof(SkillName)).Length];
SetupPrimaryAttributes();
SetupVitals();
SetupSkills();
}
public string Name {
get{ return _name; }
set{ _name = value; }
}
public int Level {
get{ return _level; }
set{ _level = value; }
}
public uint FreeExp {
get{ return _freeExp; }
set{ _freeExp = value; }
}
public void AddExp(uint exp) {
_freeExp += exp;
CaluclateLevel();
}
//take the average of all of the players skills and assign that as the player level
public void CaluclateLevel() {
}
private void SetupPrimaryAttributes(){
for(int cnt = 0; cnt < _primaryAttribute.Length; cnt++) {
_primaryAttribute[cnt] = new Attribute();
}
}
private void SetupVitals(){
for(int cnt = 0; cnt < _vital.Length; cnt++)
_vital[cnt] = new Vital();
SetupVitalModifiers();
}
private void SetupSkills(){
for(int cnt = 0; cnt < _skill.Length; cnt++)
_skill[cnt] = new Skill();
}
public Attribute GetPrimaryAttribute(int index) {
return _primaryAttribute[index];
}
public Vital GetVital(int index) {
return _vital[index];
}
public Skill GetSkill(int index) {
return _skill[index];
}
private void SetupVitalModifiers() {
//health
GetVital((int)VitalName.Health).AddModifier(new ModifiyingAttribute { attribute = GetPrimaryAttribute((int)AttributeName.Fitness), ratio = 0.5f});
//Energy
GetVital((int)VitalName.Energy).AddModifier(new ModifiyingAttribute { attribute = GetPrimaryAttribute((int)AttributeName.Fitness), ratio = 1f});
//Mana
GetVital((int)VitalName.Mana).AddModifier(new ModifiyingAttribute { attribute = GetPrimaryAttribute((int)AttributeName.Wisdom), ratio = 1f});
}
public void StatUpdate() {
for(int cnt = 0; cnt < _vital.Length; cnt++)
_vital[cnt].Update ();
for(int cnt = 0; cnt < _skill.Length; cnt++)
_skill[cnt].Update ();
}
}