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FSM object reference not set to an instance of an object
Ok I was building FSM using Unity 4 Game Programming AI and I keep getting the error "object reference not set to an instance of an object" And for the life of me I can't figure out how to fix it I followed the code step by step and nothing works. When I click on the message and it takes me to the line int rndIndex = Random.Range (0, pointList.Length);
, but I can't see anything wrong with it can someone please help me with this I can't tell if I'm missing something as I rechecked to see if the code matches with what was in the book and can't find any problems game still runs, but the scrpit does nothing and just keeps giving this one error.
using UnityEngine;
using System.Collections;
public class SimpleFSM : FSM {
public enum FSMState
{
None,
Patrol,
Chase,
Attack,
Dead,
}
//Current state that the NPC is Reaching
public FSMState curState;
//Speed of NPC
private float curSpeed;
private float curRotSpeed;
protected override void Initialize()
{
curState = FSMState.Patrol;
curSpeed = 150.0f;
curRotSpeed = 2.0f;
// Dead = false;
//get list of points
pointList = GameObject.FindGameObjectsWithTag("WandarPoint");
//Set Random destination point
FindNextPoint();
//Get the enemy target the player
GameObject objPlayer = GameObject.FindGameObjectWithTag("Player");
PlayerTransform = objPlayer.transform;
}
protected override void FSMUpdate()
{
switch(curState)
{
case FSMState.Patrol:
UpdatePatrolState (); break;
case FSMState.Chase:
UpdateChaseState (); break;
}
}
protected void UpdatePatrolState ()
{
//find another random patrol point
//point is reached
if (Vector3.Distance (transform.position, destPos) <= 100.0f) {
print ("Readched to the destination point\n" + "calulating the next point");
FindNextPoint ();
}
//Check distance with the player
//When the distance is near, transition to chase state
else if (Vector3.Distance (transform.position, PlayerTransform.position) <= 300.0f) {
print ("Switch to chase position");
curState = FSMState.Chase;
}
//Rotate to the target point
Quaternion targetRotation =
Quaternion.LookRotation (destPos - transform.position);
transform.rotation = Quaternion.Slerp (transform.rotation, targetRotation, Time.deltaTime * curRotSpeed);
//Go Forward
transform.Translate (Vector3.forward * Time.deltaTime * curSpeed);
}
protected void FindNextPoint()
{
print ("Finding next point");
int rndIndex = Random.Range (0, pointList.Length);
float rndRadius = 10.0f;
Vector3 rndPosition = Vector3.zero;
destPos = pointList [rndIndex].transform.position + rndPosition;
//Check Range to decide the random point
if (IsInCurrentRange(destPos))
{
rndPosition = new Vector3 (Random.Range (-rndRadius, rndRadius), 0.0f, Random.Range (-rndRadius, rndRadius));
destPos = pointList [rndIndex].transform.position + rndPosition;
}
}
protected bool IsInCurrentRange(Vector3 pos)
{
float xPos = Mathf.Abs (pos.x - transform.position.x);
float zPos = Mathf.Abs (pos.z - transform.position.z);
if (xPos <= 50 && zPos <= 50)
return true;
return false;
}
protected void UpdateChaseState()
{
//Set the target position as the player position
destPos = PlayerTransform.position;
//Check the distance with the player when the distance is near, transition to attack state
float dist = Vector2.Distance(transform.position,PlayerTransform.position);
if (dist <= 200.0f)
{
curState = FSMState.Patrol;
}
//Go Forward
transform.Translate(Vector3.forward * Time.deltaTime * curSpeed);
}
}
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