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Question by taylorton · Apr 07, 2018 at 03:45 AM · c#arrayarraysfor-loop

Null reference when editing an array in a for loop

Hey guys, I've looked around a bit and couldn't find a great answer for this one so here goes: I'm trying to edit the positions of an array of gameobjects, but keep getting a null object reference. I think I'm just declaring/ editing the array incorrectly. Anyways, here's the code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class spawner: MonoBehaviour {
 
     public GameObject enemyPrefab;
     //time to wait before spawning starts
     public float spawnDelay; 
     //time between each spawns
     public float spawnTime;
     public GameObject [] spawnLocations;
     private int spawnLocationIndex;
 
     public int maxDistance;
     public Transform target;
     public Transform spawnerTrans;
     private int enemyCount = 0;
 
 
     void Awake() {
 
         spawnerTrans = transform;
 
     }
     // Use this for initialization
     void Start () {
 
         GameObject player = GameObject.FindGameObjectWithTag ("Player");
 
         target = player.transform;
 
         maxDistance = 5;
 
         StartCoroutine (SpawnTimeDelay());
 
         //need to set up a randomized array of spawn locations for enemies to spawn from
         //TODO: Make it so that the spawn locations can't be too close together
         //TODO 2: Make it so that there can only be a certain number of dudes out at a time
         int range = (Random.Range(2,8));
     
 
         Debug.Log ("range is " + range);
 
         //spawnLocations = new GameObject[range];
 
 /*
 *********************
 Here's the block that screws everything up
 *********************
 */
         for(int i = 0; i < range; i++){
 
             if (spawnLocations [i] == null){
                 Debug.Log (i + " is null.");
             }
             GameObject temp = new GameObject();
             temp.transform.position = new Vector3 (Random.Range(9.5f,11f), Random.Range(-6f,0.5f), 0);
             spawnLocations[i].transform.position = temp.transform.position;
         }
 
     }
     IEnumerator SpawnTimeDelay () {
 
         while (true) {
 
             if (Vector2.Distance (target.position, spawnerTrans.position) < maxDistance) {
 
                 Instantiate (enemyPrefab, transform.position, Quaternion.identity);
                 enemyCount++;
                 yield return new WaitForSeconds (spawnTime);
 
             }
 
             if (Vector2.Distance (target.position, spawnerTrans.position) > maxDistance)
             {
                 
                 yield return null;
 
             }
 
 
         }
 
 
     }
 }
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avatar image Nebukam · Apr 07, 2018 at 04:17 AM 0
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Where do you fill/initialize the array in the first place ? If you fill it in the inspector, try replace the line :

 int range = (Random.Range(2, 8));

with

 int range = (Random.Range(2, spawnLocations.Length));

This will ensure the random range never exceed the array capacity. (that is, assu$$anonymous$$g your array has at least 2 entries)

avatar image taylorton Nebukam · Apr 07, 2018 at 04:53 AM 0
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what I'm trying to do is declare a global array, then fill it in start. Is that something you can do in c#?

avatar image toddisarockstar · Apr 07, 2018 at 07:49 AM 0
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you are never assigning anything to the array. you shouldn't need the temp variable. just assign the new gameobject directly to the array :

 spawnLocations [i] = new GameObject();

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Answer by Lazdude17 · Apr 07, 2018 at 06:57 PM

Uncomment your //spawnLocations = new GameObject[range];

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