I keep getting these 2 weird errors.
1st one, No Fire Point
UnityEngine.Debug:Log(Object)
Weapon:Awake() (at Assets/Weapon.cs:22)
2nd one, NullReferenceException: Object reference not set to an instance of an object
Weapon.Shoot () (at Assets/Weapon.cs:43)
Weapon.Update () (at Assets/Weapon.cs:30)
Heres my weapon code
using System.Collections;
public class Weapon : MonoBehaviour {
public float fireRate = 0;
public float Damage = 10;
public LayerMask whatToHit;
public Transform BulletTrailPrefab;
public Transform MuzzleFlashPrefab;
float timeToSpawnEffect = 0;
public float effectSpawnRate = 10;
float timeToFire = 0;
Transform firePoint;
// Use this for initialization
void Awake () {
firePoint = transform.FindChild ("FirePoint");
if (firePoint == null) {
Debug.Log ("No Fire Point");
}
}
// Update is called once per frame
void Update () {
if (fireRate == 0) {
if (Input.GetButtonDown ("Fire1")) {
Shoot();
}
}
else {
if (Input.GetButton ("Fire1") && Time.time > timeToFire) {
timeToFire = Time.time + 1/fireRate;
Shoot();
}
}
}
void Shoot () {
Vector2 mousePosition = new Vector2 (Camera.main.ScreenToWorldPoint (Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
Vector2 firePointPosition = new Vector2 (firePoint.position.x, firePoint.position.y);
RaycastHit2D hit = Physics2D.Raycast (firePointPosition, mousePosition=firePointPosition, 100, whatToHit);
if (Time.time >= timeToSpawnEffect) {
Effect ();
timeToSpawnEffect = Time.time + 1/effectSpawnRate;
}
Debug.DrawLine (firePointPosition, (mousePosition-firePointPosition)*100, Color.cyan);
if (hit.collider != null) {
Debug.DrawLine (firePointPosition, hit.point, Color.red);
Debug.Log ("We hit " + hit.collider.name + " and did " + Damage + " damage.");
}
}
void Effect () {
Instantiate (BulletTrailPrefab, firePoint.position, firePoint.rotation);
Transform clone = Instantiate (MuzzleFlashPrefab, firePoint.position, firePoint.rotation) as Transform;
clone.parent = firePoint;
float size = Random.Range (0.6f, 0.9f);
clone.localScale = new Vector3 (size, size, size);
Destroy (clone.gameObject, 0.02f);
}
}