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Question by
akshay_zz · Aug 28, 2016 at 10:43 AM ·
objectnullreferenceexceptionobject reference
NullReferenceException: Object reference not set to an instance of an object PlayerControl.Update () (at Assets/PlayerControl.cs:20) <-lineno:-
using UnityEngine; using System.Collections;
public class PlayerControl : MonoBehaviour { [HideInInspector] public bool facingRight = true; // For determining which way the player is currently facing. [HideInInspector] public bool jump = false; // Condition for whether the player should jump.
public float moveForce = 365f; // Amount of force added to move the player left and right.
public float maxSpeed = 5f; // The fastest the player can travel in the x axis.
public float jumpForce = 1000f; // Amount of force added when the player jumps.
private Transform groundCheck; // A position marking where to check if the player is grounded.
private bool grounded = false; // Whether or not the player is grounded.
void Awake()
{
// Setting up references.
groundCheck = transform.Find("groundCheck");
}
void Update()
{
// The player is grounded if a linecast to the groundcheck position hits anything on the ground layer.
grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
// If the jump button is pressed and the player is grounded then the player should jump.
if(Input.GetButtonDown("Jump") && grounded)
jump = true;
}
void FixedUpdate ()
{
// Cache the horizontal input.
float h = Input.GetAxis("Horizontal");
// If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet...
if(h * GetComponent<Rigidbody2D>().velocity.x < maxSpeed)
// ... add a force to the player.
GetComponent<Rigidbody2D>().AddForce(Vector2.right * h * moveForce);
// If the player's horizontal velocity is greater than the maxSpeed...
if(Mathf.Abs(GetComponent<Rigidbody2D>().velocity.x) > maxSpeed)
// ... set the player's velocity to the maxSpeed in the x axis.
GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Sign(GetComponent<Rigidbody2D>().velocity.x) * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
// If the input is moving the player right and the player is facing left...
if(h > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if(h < 0 && facingRight)
// ... flip the player.
Flip();
// If the player should jump...
if(jump)
{
// Add a vertical force to the player.
GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, jumpForce));
// Make sure the player can't jump again until the jump conditions from Update are satisfied.
jump = false;
}
}
void Flip ()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
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