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Question by connercanaday · Mar 23, 2018 at 09:20 PM · c#errorerror messagecodepage

ArgumentOutOfRange: Argument is out of range Parameter name: index

Dont know how to fix this issue not the best coder but i only get this error when i attack another ai entity if anyone knows how to fix the issue could really use some help,am also getting this error for the description of the main one:

ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[UnityEngine.AudioClip].get_Item (Int32 index) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:633) vTriggerSoundByState.TriggerSound (UnityEngine.Animator animator, AnimatorStateInfo stateInfo, Int32 layerIndex) (at Assets/Invector-3rdPersonController/Basic Locomotion LITE/Scripts/Generic/vTriggerSoundByState.cs:42) vTriggerSoundByState.OnStateUpdate (UnityEngine.Animator animator, AnimatorStateInfo stateInfo, Int32 layerIndex) (at Assets/Invector-3rdPersonController/Basic Locomotion LITE/Scripts/Generic/vTriggerSoundByState.cs:23)

Script

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class vTriggerSoundByState: StateMachineBehaviour
 {
     public GameObject audioSource;
     public List<AudioClip> sounds;
     public float triggerTime;
     private vFisherYatesRandom _random;
     private bool isTrigger;
     // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
     override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         isTrigger = false;
     }
 
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
     override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         if (stateInfo.normalizedTime % 1>= triggerTime && ! isTrigger)
         {
             TriggerSound(animator, stateInfo, layerIndex);
         }
     }
     void TriggerSound(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         if (_random == null)
             _random = new vFisherYatesRandom();
         isTrigger = true;
         GameObject audioObject = null;
         if (audioSource != null)
             audioObject = Instantiate(audioSource.gameObject, animator.transform.position, Quaternion.identity) as GameObject;
         else
         {
             audioObject = new GameObject("audioObject");
             audioObject.transform.position = animator.transform.position;
         }
         if (audioObject != null)
         {
             var source = audioObject.gameObject.GetComponent<AudioSource>();
             var clip = sounds[_random.Next(sounds.Count)];
             source.PlayOneShot(clip);
         }
     }
     // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
     //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
     //
     //}
 
     // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
     //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
     //
     //}
 
     // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
     //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
     //
     //}
 }

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