第一个文章。
我正在自我教育C#和Unity,并从事类似于Bejeweled的" Match-3"风格游戏。我已经根据教程编写了下面发布的所有代码,但是评论部分中的我本人和其他人都有问题。
编译器所说的错误。
IndexOutOfRangeException: Array index is out of range.
CreateGame.CheckGrid () (at Assets/Scripts/CreateGame.cs:181)
CreateGame.Update () (at Assets/Scripts/CreateGame.cs:229)
createGame.cs的完整代码(整个项目中唯一的脚本)粘贴在下面。但是,为了帮助您,我可以说,从我从索引中研究的内容中,每当您搜索阵列中未存储的东西时,就会发生。成为C#的全新,只有2个项目(也来自教程),我缺乏有关如何实际解决此问题的技术知识。
从我的理解中,当数组何时何时少于0(例如负值)编译器将返回此错误,因为-1显然超出了范围。
我相信罪魁祸首是与这些陈述有关的,特别是我们从c整数中减1的地方。
if (tiles[c, r] != null && tiles[c - 1, r] != null)
但是,上面的嵌套在此内部以进行语句
for (int c = 0; c < cols; c++)
因此,c的值永远不要小于零,或者我误解了该语句的逻辑,c在0开始,然后如果少于cols变量,则添加1,或者首先完成该词对于c = 0时循环。我不确定如何解决此问题。
还值得一提的是,数组大小是在我正在工作的场景中的gameObject(在检查器中)定义的,AS 4,我有4个单独的对象预制到分配给瓷砖数组的4个值,并将其位置存储在图块数组中(如代码中)。另外,CS脚本仅附加到一个游戏对象上,因此没有多个代码运行的实例。
对不起,如果这不太有井井有条,或者我已经学习了一个星期。
感谢您的查看!:)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tile
{
public GameObject tileObj;
public string type;
public Tile(GameObject obj, string t)
{
tileObj = obj;
type = t;
}
}
public class CreateGame : MonoBehaviour
{
GameObject tile1 = null;
GameObject tile2 = null;
public GameObject[] tile;
List<GameObject> tileBank = new List<GameObject> ();
static int rows = 8;
static int cols = 8;
bool renewBoard = false;
Tile[,] tiles = new Tile[cols, rows];
void Start()
{
//List population
int numCopies = (rows * cols) / 3;
for (int i = 0; i < numCopies; i++)
{
for(int j = 0; j < tile.Length; j++) // J becomes the int = to number of tile prefabs added
{
GameObject o = (GameObject)Instantiate
(tile [j], new Vector3 (-10, -10, 0), tile [j].transform.rotation); // creates a clone tile of the screen
o.SetActive (false);
tileBank.Add (o); // adds tile (game object called o) to the array (not shuffled)
}
}
ShuffleList(); //Shuffles the list of tile-bank after the list has been populated
//Populates rows and columns with tiles from tileBank array
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
Vector3 tilePos = new Vector3 (c - 2, r - 4, 0); //creates tiles with an offset ( -2x and -4y) to place them in scene
for (int n = 0; n < tileBank.Count; n++)
{
GameObject o = tileBank [n];
if (!o.activeSelf) // if the tile is not active move it and make it active
{
o.transform.position = new Vector3 (tilePos.x, tilePos.y, tilePos.z); //moves tile into position, it was stored inactive at -10,-10
o.SetActive (true);
tiles[c, r] = new Tile (o, o.name); //Stores tile back into array
n = tileBank.Count + 1; //Update tile count
}
}
}
}
}
//Shuffles the order of the array storing the tiles
void ShuffleList()
{
System.Random rand = new System.Random ();
int r = tileBank.Count;
while (r > 1)
{
r--;
int n = rand.Next (r + 1);
GameObject val = tileBank [n];
tileBank [n] = tileBank [r];
tileBank [r] = val;
}
}
//checks for missing tiles and adds new ones from array, also drops tiles down if there is an opening
void RenewGrid()
{
bool anyMoved = false;
ShuffleList ();
for (int r = 1; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
if (r== rows - 1 && tiles[c, r] == null)
//if in the top row and there are no tiles
{
Vector3 tilePos = new Vector3 (c, r, 0);
for (int n = 0; n < tileBank.Count; n++)
{
GameObject o = tileBank [n];
if (!o.activeSelf)
{
o.transform.position = new Vector3 (tilePos.x, tilePos.y, tilePos.z);
o.SetActive (true);
tiles [c, r] = new Tile (o, o.name);
n = tileBank.Count + 1;
}
}
}
if (tiles[c, r - 1] != null)
{
if (tiles[c, r - 1] == null)
//drop down if space below is empty
{
tiles [c, r - 1] = tiles [c, r];
tiles [c, r - 1].tileObj.transform.position = new Vector3 (c, r - 1, 0);
tiles [c, r] = null;
anyMoved = true;
}
}
}
}
if (anyMoved)
{
Invoke ("RenewGrid", 0.5f);
}
}
void CheckGrid()
{
int counter = 1;
//check in columns for matches
for (int r = 0; r < rows; r++) //repeats function until you have satisfied the number of rows
{
counter = 1;
for (int c = 1; c < cols; c++)
{
if (tiles[c, r] != null && tiles[c - 1, r] != null) //if the tiles exist (not null)
{
if (tiles[c, r].type == tiles [c - 1, r].type) //if there is a match add 1 to the counter for match checks
{
counter++;
}
else
{
counter = 1; //reset counter
}
//if a match is found remove tiles
if (counter == 3)
{
if (tiles [c, r] != null)
{
tiles [c, r].tileObj.SetActive(false);
}
if (tiles [c - 1, r] !=null)
{
tiles [c - 1, r].tileObj.SetActive(false);
}
if (tiles [c - 2, r] !=null)
{
tiles [c - 2, r].tileObj.SetActive(false);
}
tiles[c , r] = null; // changes values to null in the 2D matrix
tiles[c - 1, r] = null;
tiles[c - 2, r] = null;
renewBoard = true;
}
}
}
}
//check in rows for matches
for (int c = 0; c < cols; c++)
{
counter = 1;
for (int r = 1; c < rows; r++)
{
if (tiles[c, r] != null && tiles[c - 1, r] != null) //if the tiles exist (not null)
{
if (tiles[c, r].type == tiles [c - 1, r].type) //if there is a match add 1 to the counter for match checks
{
counter++;
}
else
{
counter = 1; //reset counter
}
//if a match is found remove tiles
if (counter == 3)
{
if (tiles [c, r] != null)
{
tiles [c, r].tileObj.SetActive(false);
}
if (tiles [c, r - 1] !=null)
{
tiles [c, r - 1].tileObj.SetActive(false);
}
if (tiles [c, r - 2] !=null)
{
tiles [c, r - 2].tileObj.SetActive(false);
}
tiles[c, r] = null; // changes values to null in the 2D matrix
tiles[c, r - 1] = null;
tiles[c, r - 2] = null;
renewBoard = true;
}
}
}
}
if(renewBoard)
{
RenewGrid();
renewBoard = false;
}
}
void Update()
{
CheckGrid ();
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); //casts a ray from mouse position
RaycastHit2D hit = Physics2D.GetRayIntersection (ray, 1000); //tests for ray hit
if (hit)
{
tile1 = hit.collider.gameObject; //changes tile1 null to the gameObject who's collider was hit
}
}
// if mouse button up detected after an initial tile has been hit with ray
else if (Input.GetMouseButtonUp(0) && tile1)
{
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
RaycastHit2D hit = Physics2D.GetRayIntersection (ray, 1000);
if (hit)
{
tile2 = hit.collider.gameObject; //changes tile2 nulle to the gameObject who's collider was hit
}
if (tile1 && tile2) //If we has two tile values clicked, swap them
{
//check to see that distance of clicked tiles is not greater than 1 tile
int horzDist = (int)Mathf.Abs (tile1.transform.position.x - tile2.transform.position.x);
int vertDist = (int)Mathf.Abs (tile1.transform.position.y - tile2.transform.position.y);
if (horzDist == 1 ^ vertDist == 1) // X-OR Statment, IF 1 , OR 1, but NOT BOTH
{
//get tile 1's array position
Tile temp = tiles [(int)tile1.transform.position.x, (int)tile1.transform.position.y];
//change tile 1's array position to now be tile 2's array position
tiles [(int)tile1.transform.position.x, (int)tile1.transform.position.y] =
tiles [(int)tile2.transform.position.x, (int)tile2.transform.position.y];
//change tile 2's array position to now be tile 1's old array position
tiles [(int)tile2.transform.position.x, (int)tile2.transform.position.y] = temp;
Vector3 tempPos = tile1.transform.position; //get tile 1's GameObject position
tile1.transform.position = tile2.transform.position; //change tile 1 to tile 2's GameObject position
tile2.transform.position = tempPos; //change tile 2 to tile 1's GameObject position
//reset clicked tiles
tile1 = null;
tile2 = null;
}
else
{
GetComponent<AudioSource> ().Play (); // Play error sound when illegal swap attempted
}
}
}
}
}
错误仅仅是用于语句中的错误变量。
for (int r = 1; c < rows; r++)
应该是
for (int r = 1; r < rows; r++)