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Random Project Crash While Coding *Code Included*
So, i was editing this script and randomly crashed my project apon saving. Once i tried loading my project again, it crashed. I then deleted the scene through the project folder. I made a new scene and then put my "Menu" script on an empty. I then clicked play. once in game, i clicked p to open up my menu and it crashed my project again. Also when i add my "PlayerStats" script to my new player it crashed right away. I have no idea what kind of code would actually crash my project.. If you would, please read through my code and see if you can figure it out. Thank you very very much! :)
"Menu" Code: static var paused : boolean = false; var pauseMenu = Rect(10,10,1500,850);
//weapon upgrades
var gunUpTier = 1;
var gunUpDamage = 5;
var gunUpWepSpeed : float = 0;
var gunUpCost = 1000;
//armor upgrades
var rocketUpTier = 1;
var rocketUpDamage = 10;
var rocketUpWepSpeed : float = 0;
var rocketUpCost = 1000;
//boots upgrades
var otherUpTier = 1;
var otherUpDamage = 100;
var otherUpWepSpeed = 10;
var otherUpCost = 1000;
//CraftingWEAPON
var weaponRarity : String;
var weaponType : String;
var weaponDamage = 0;
var weaponSpeed : float = 0;
var weaponToCraft = "";
//EQUIPPED
static var gunEquippedRarity : String;
static var gunEquippedDamage = 0;
static var gunEquippedDamageUpgrade = 0;
static var gunEquippedSpeed :float = 0;
static var rocketEquippedRarity : String;
static var rocketEquippedDamage = 0;
static var rocketEquippedDamageUpgrade = 0;
static var rocketEquippedSpeed : float = 0;
static var otherEquippedRarity : String;
static var otherEquippedDamage = 0;
static var otherEquippedDamageUpgrade = 0;
static var otherEquippedSpeed = 0;
function Update () {
if(Input.GetKeyDown("p") && paused == false)
{
paused = true;
Time.timeScale = 0;
}
else if(Input.GetKeyDown("p") && paused == true) {
paused = false;
Time.timeScale = 1;
}
}
function OnGUI(){
if(paused){
pauseMenu = GUI.Window(0,pauseMenu,MainMenuGUI, "Pause Menu");
}
}
function MainMenuGUI(){
GUI.Box(Rect(5,20,200,150),gunEquippedRarity+" Gun Tier: "+gunUpTier); //GUI BOXES
GUI.Box(Rect(210,20,200,150),rocketEquippedRarity+" Rocket Tier: "+rocketUpTier);
GUI.Box(Rect(415,20,200,150),otherEquippedRarity+" Rocket Tier: "+otherUpTier);
GUI.Box(Rect(210, 230, 405, 265),"Player Stats");
GUI.Box(Rect(5,230,200,210),"");
GUI.Box(Rect(620,20,165,475),"Crafting");
GUI.Box(Rect(620,60,165,60),"");
GUI.Box(Rect(450, 250,160,60),gunEquippedRarity+" Gun");
GUI.Box(Rect(450, 315,160,60),rocketEquippedRarity+" Rocket");
GUI.Box(Rect(450, 380,160,60),otherEquippedRarity+" Other");
//player stats
GUI.Label(Rect(215,255,100,20),"Cash: "+PlayerStats.cash); //PLAYER STATS LABELS
GUI.Label(Rect(215,400,2000,100),"Gun Damage: "+PlayerStats.playerGunDamage+"\n"
+"Gun Speed: "+PlayerStats.playerGunWepSpeed+"\n"
+"Rocket Damage: "+PlayerStats.playerRocketDamage+"\n"
+"Rocket Speed: "+PlayerStats.playerRocketWepSpeed+"\n"
+"Other Damage: "+PlayerStats.playerOTHERDamage+"\n"
+"Other Speed: "+PlayerStats.playerOTHERWepSpeed);
GUI.Label(Rect(215,295,100,20),"Armor: "+PlayerStats.playerArmor);
GUI.Label(Rect(215,315,100,20),"Move Speed: ");
GUI.Label(Rect(215,335,100,20),"Shoot Speed: ");
GUI.Label(Rect(215,355,100,20),"Talent Points: "+PlayerStats.playerTalentPoints);
//WeaponUPGRADE
GUI.Label(Rect(70,35,100,20),"Gun Level: "+gunUpTier); //GUN UPGRADE LABELS
GUI.Label(Rect(45,55,100,20),"Damage + "+gunUpDamage);
GUI.Label(Rect(45,75,100,60),"Shoot Speed - "+gunUpWepSpeed);
GUI.Label(Rect(70,150,100,20),"Cost: "+gunUpCost);
//ARMORUPGRADE
GUI.Label(Rect(275,35,100,20),"Rocket Level: "+rocketUpTier); //ROCKET UPGRADE LABELS
GUI.Label(Rect(250,55,100,20),"Damage + "+rocketUpDamage);
GUI.Label(Rect(250,75,100,60),"Shoot Speed - "+rocketUpWepSpeed);
GUI.Label(Rect(275,150,100,20),"Cost: "+rocketUpCost);
//OTHERUPGRADE
GUI.Label(Rect(480,35,100,20),"Tier: "+otherUpTier); //OTHER UPGRADE LABELS
GUI.Label(Rect(455,55,100,20),"Damage + "+otherUpDamage);
GUI.Label(Rect(455,75,100,20),"Shoot Speed + "+otherUpWepSpeed);
GUI.Label(Rect(480,150,100,20),"Cost: "+otherUpCost);
//CRAFTING
GUI.Label(Rect(622, 60, 160, 20), "Weapon: "+weaponRarity+" "+weaponType); //CRAFTING LABELS
GUI.Label(Rect(622, 80, 160, 60), "Damage + " +weaponDamage);
GUI.Label(Rect(622, 100, 160, 60), "Attack Speed + "+weaponSpeed);
GUI.Label(Rect(622, 120, 160, 60), "Cost: " + 1000);
//EQUIPMENT
GUI.Label(Rect(455, 270,120,100), "Damage + "); //+gunEquippedDamage+"(+ "+gunEquippedDamageUpgrade")"); //EQUIPMENT LABELS
GUI.Label(Rect(455, 290,120,100), "Attack Speed + "+gunEquippedSpeed);
GUI.Label(Rect(455, 335,120,100), "Damage + ");// +rocketEquippedDamage+"(+ "+rocketEquippedDamageUpgrade")");
GUI.Label(Rect(455, 355,120,100), "Attack Speed + "+rocketEquippedSpeed);
GUI.Label(Rect(455, 400,120,100), "Damage + "); //+otherEquippedDamage+"(+ "+otherEquippedDamageUpgrade")");
GUI.Label(Rect(455, 420,120,100), "Attack Speed + "+otherEquippedSpeed);
if(GUI.Button(Rect(5, 445, 100, 50), new GUIContent( "Main Menu"))){
}
//weapon Upgrade button
if (GUI.Button(Rect(55, 175, 100, 50),new GUIContent( "^Gun+^"))){ //GUN WEAPON UPGRADE BUTTON
if(PlayerStats.cash >= gunUpCost){
PlayerStats.cash -= gunUpCost;
PlayerStats.playerBonusGunDamage += gunUpDamage;
PlayerStats.playerGunWepSpeed -= gunUpWepSpeed;
gunUpDamage -= gunUpDamage;
gunUpDamage += 5;
gunUpWepSpeed += .02;
gunUpTier+=1;
gunUpCost += 1000;
if(PlayerStats.playerGunWepSpeed <= .2){
gunUpWepSpeed -= .02;
}
}
}
if (GUI.Button(Rect(260, 175, 100, 50), "^Rocket+^")){ //ROCKET WEAPON UPGRADE BUTTON
if(PlayerStats.cash >= rocketUpCost){
PlayerStats.cash -= rocketUpCost;
PlayerStats.playerBonusRocketDamage += rocketUpDamage;
PlayerStats.playerRocketWepSpeed -= rocketUpWepSpeed;
rocketUpDamage += 10;
rocketUpWepSpeed += .06;
rocketUpTier+=1;
rocketUpCost += 1000;
if(PlayerStats.playerRocketWepSpeed <= .2){
rocketUpWepSpeed -= .06;
}
}
}
if (GUI.Button(Rect(465, 175, 100, 50), "^Other+^")){
if(PlayerStats.cash >= otherUpCost){
PlayerStats.cash -= otherUpCost;
PlayerStats.playerOTHERDamage += otherUpDamage;
PlayerStats.playerOTHERWepSpeed += otherUpWepSpeed;
otherUpTier +=1;
}
}
if (GUI.Button(Rect(622, 40, 53, 20), "Gun")){ //CRAFT THE WEAPON BUTTONS
if(PlayerStats.cash >= 1000){
weaponToCraft = "Gun";
CraftGun();
PlayerStats.cash -= 1000;
}
}
if (GUI.Button(Rect(676, 40, 53, 20), "Rocket")){
if(PlayerStats.cash >= 1000){
weaponToCraft = "Rocket";
CraftRocket();
PlayerStats.cash -= 1000;
}
}
if (GUI.Button(Rect(730, 40, 53, 20), "Other")){
if(PlayerStats.cash >= 1000){
weaponToCraft = "Other";
CraftOther();
PlayerStats.cash -= 1000;
}
}
if (GUI.Button(Rect(730, 125, 53, 20), "Equip")){ //EQUIP THE WEAPON BUTTON
if(weaponToCraft == "Gun"){
gunEquippedRarity = weaponRarity;
gunEquippedDamage = weaponDamage;
gunEquippedSpeed = weaponSpeed;
}
else if(weaponToCraft == "Rocket"){
rocketEquippedRarity = weaponRarity;
rocketEquippedDamage = weaponDamage;
rocketEquippedSpeed = weaponSpeed;
}
else if(weaponToCraft == "Other"){
otherEquippedRarity = weaponRarity;
otherEquippedDamage = weaponDamage;
otherEquippedSpeed = weaponSpeed;
}
}
//TALENT SYSTEM BUTTONS
if (GUI.Button(Rect(10, 235, 60, 60), "Dmg + 10")){
if(PlayerStats.playerTalentPoints >= 1){
PlayerStats.playerBonusGunDamage += 10;
PlayerStats.playerTalentPoints -= 1;
}
}
if (GUI.Button(Rect(10, 300, 60, 60), "Dmg + 20")){
if(PlayerStats.playerTalentPoints >= 1){
PlayerStats.playerBonusGunDamage += 20;
PlayerStats.playerTalentPoints -= 2;
}
}
if (GUI.Button(Rect(10, 365, 60, 60), "Dmg + 30")){
if(PlayerStats.playerTalentPoints >= 1){
PlayerStats.playerBonusGunDamage += 30;
PlayerStats.playerTalentPoints -= 3;
}
}
if (GUI.Button(Rect(75, 235, 60, 60), "Arm + 10")){
if(PlayerStats.playerTalentPoints >= 1){
PlayerStats.playerBonusRocketDamage += 10;
PlayerStats.playerTalentPoints -= 1;
}
}
if (GUI.Button(Rect(75, 300, 60, 60), "Arm + 20")){
if(PlayerStats.playerTalentPoints >= 1){
PlayerStats.playerBonusRocketDamage += 20;
PlayerStats.playerTalentPoints -= 2;
}
}
if (GUI.Button(Rect(75, 365, 60, 60), "Arm + 30")){
if(PlayerStats.playerTalentPoints >= 1){
PlayerStats.playerBonusRocketDamage += 30;
PlayerStats.playerTalentPoints -= 3;
}
}
if (GUI.Button(Rect(140, 235, 60, 60), "O")){
}
if (GUI.Button(Rect(140, 300, 60, 60), "O")){
}
if (GUI.Button(Rect(140, 365, 60, 60), "O")){
}
GUI.Label(Rect(100,100,100,40), GUI.tooltip);
}
function CraftGun(){ //CRAFT GUN FUNCTION
var rank : float = Random.Range(0,101);
weaponType = "Gun";
if(rank <= 60 && rank != 33){
weaponRarity = "Common";
weaponDamage = Random.Range(15,55);
weaponSpeed = Random.Range(0.35, .65);
weaponSpeed = Mathf.Round(weaponSpeed * 100f) / 100f;
}
else if(rank >= 61 && rank <= 90){
weaponRarity = "Rare";
weaponDamage = Random.Range(35,70);
weaponSpeed = Random.Range(0.25, .45);
weaponSpeed = Mathf.Round(weaponSpeed * 100f) / 100f;
}
else if(rank <= 100 && rank >= 99){
weaponRarity = "Legendary";
weaponDamage = Random.Range(60,90);
weaponSpeed = Random.Range(0.15, .35);
weaponSpeed = Mathf.Round(weaponSpeed * 100f) / 100f;
}
else if(rank == 33){
weaponRarity = "Impossible";
weaponDamage = Random.Range(150,200);
weaponSpeed = Random.Range(0.05, .1);
weaponSpeed = Mathf.Round(weaponSpeed * 100f) / 100f;
}
}
function CraftRocket(){ //CRAFT ROCKET FUNCTION
var rank = Random.Range(0,101);
weaponType = "Rocket";
if(rank <= 60 && rank >= 0){
weaponRarity = "Common";
weaponDamage = Random.Range(85,140);
weaponSpeed = Random.Range(1.5, 2.2);
weaponSpeed = Mathf.Round(weaponSpeed * 100f) / 100f;
}
else if(rank >= 61 && rank <= 98){
weaponRarity = "Rare";
weaponDamage = Random.Range(100,170);
weaponSpeed = Random.Range(.8, 1.3);
weaponSpeed = Mathf.Round(weaponSpeed * 100f) / 100f;
}
else if(rank <= 100 && rank >= 99){
weaponRarity = "Legendary";
weaponDamage = Random.Range(120,260);
weaponSpeed = Random.Range(0.35, .7);
weaponSpeed = Mathf.Round(weaponSpeed * 100f) / 100f;
Debug.Log(rank +"LEGENDARY"+"Damage: "+ weaponDamage +" attspeed "+weaponSpeed);
}
}
function CraftOther(){
weaponDamage = 0;
weaponSpeed = 0;
}
"PlayerStats" Code:
var healthText :GUIText;
var levelText :GUIText;
var cashText :GUIText;
var waveText : GUIText;
static var playerHealthCur = 400;
static var playerHealthMax = 400;
static var playerXpCur = 0;
var playerXpMax = 500;
static var playerLevel :int = 1;
static var playerTalentPoints = 0;
static var cash = 100000000000;
static var playerGunDamage = 0;
static var playerGunWepSpeed = 0;
static var playerBonusGunDamage = 0;
static var playerRocketDamage = 0;
static var playerRocketWepSpeed = 0;
static var playerBonusRocketDamage = 0;
static var playerOTHERDamage = 0;
static var playerOTHERWepSpeed = 0;
static var playerBonusOTHERDamage = 0;
static var playerArmor = 20;
static var playerMoveSpeed = 0;
function Start () {
}
function Update () {
//set play GUN/ROCKET/OTHER Damages
playerGunDamage = Menu.gunEquippedDamage + playerBonusGunDamage;
playerRocketDamage = Menu.rocketEquippedDamage + playerBonusRocketDamage;
playerOTHERDamage = Menu.otherEquippedDamage + playerBonusOTHERDamage;
if(SpawnEnemies.newWave == true){
SpawnEnemies.timeUntilNextWave = SpawnEnemies.waveSpacing;
SpawnEnemies.timeUntilNextWave -= 1;
}
waveText.text = "Wave: "+SpawnEnemies.waveCur+" Time Until Next Wave: "+SpawnEnemies.timeUntilNextWave+" Enemies Remaining: "+SpawnEnemies.enemyCount;
healthText.text = playerHealthCur+" / "+playerHealthMax;
levelText.text = "Level: "+playerLevel+" "+playerXpCur+" / "+playerXpMax;
cashText.text = "Cash: "+cash+"$";
if(playerHealthCur >= playerHealthMax){
playerHealthCur = playerHealthMax;
}
if(playerXpCur >= playerXpMax){
OnLevelUp();
}
if(playerHealthCur <=0){
Destroy(this.gameObject);
}
if(cash <= 0){
cash = 0;
}
}
function OnLevelUp(){
playerHealthMax +=50;
playerHealthCur += playerLevel*50/2;
playerXpMax += 1000;
playerLevel += 1;
playerTalentPoints += 1;
}
function OnTriggerEnter(target){
if(target.tag == "enemy"){
playerHealthCur -= (EnemyStats.enemyDamage - playerArmor/2);
}
}
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