Swap GameObject before instantiating inside for each loop
Hi There! I have a bit of problem. I'm deveopling a city building game, and i wrote a simple save and load system, based on txt files. However, while im loading my save debugger shows me that i'm trying to instantiate null(block not assigned) or array index is our of range. Block selection works like this: i got three variables block - which is the "selector", block_a1 - 1st type of building, and block_a2 - 2nd type of building. Depending on what save file says loading the save instantiates block prefab, which becomes block_a1 or block_a2. So that's how it works in theory - now, here's the code: #pragma strict
import System;
import System.IO;
var strArr : String[] = new String[100];
var splitLine : String[] = new String[100];
var fileName : String = "save.txt";
var line : String[];
var buildingType : String;
//selected block
var block : GameObject;
//types of buildings
var block_a1 : GameObject;
var block_a2 : GameObject;
function ReadData () {
//reader
var sr = new StreamReader(fileName);
var fileContents = sr.ReadToEnd();
sr.Close();
//split txt into lines
line = fileContents.Split("\n"[0]);
for (var i = 0; 0 < line.length; i++) {
strArr = line[i].Split("|"[0]);
//parse vector3 from txt
splitLine = strArr[0].Split(" "[0]);
var position : Vector3;
position.x = parseFloat(splitLine[0]);
position.y = parseFloat(splitLine[1]);
position.z = parseFloat(splitLine[2]);
//check for type
if(buildingType == "a1"){
block = block_a1;
}
if(buildingType == "a2"){
block = block_a2;
}
//instantiate
buildingType = strArr[1];
var building : GameObject;
building = Instantiate(block, position, Quaternion.identity);
building.name = buildingType;
}
}
function Update () {
if(Input.GetKeyDown(KeyCode.L)){
Invoke("ReadData",0.5);
}
}
Example save file looks like this:
x y z|a1
x y z|a2
x, y and z are position coordinates, and a1 or a2 is a block type. Objects are stored one per file line.
My question - what am I doing wrong? Thanks in advance.
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