I am currently in lost, as my GameObject returns null.
About the issue, I'm unsure if it's because I missed a small thing, or if I'm straight up programming the use of multiple classes completely wrong.
My code where I generate the gameobject array:
public class gridInit : MonoBehaviour {
const int mapWidth = 33;
const int mapHeight = -27;
const float tileSizeUnits = 1.0f / 3;
public GameObject tile;
// Use this for initialization
void Start () {
GenerateTileMap();
Screen.fullScreen = true;
}
void Awake()
{
}
// Update is called once per frame
void Update () {
}
bool walkable = false;
[HideInInspector]
public GameObject[] goTile = new GameObject[892];
void GenerateTileMap()
{
int tileNumber = 0;
for (float y = 0; y > mapHeight; y--)
{
for (float x = 0; x < mapWidth; x++)
{
float tilePosX = x/3;
float tilePosY = y/3;
int layerPos = -2;
goTile[tileNumber] = Instantiate(tile, new Vector3(tilePosX, tilePosY, layerPos), Quaternion.identity) as GameObject;
goTile[tileNumber].name = "tile" + tileNumber;
goTile[tileNumber].tag = "grid";
RaycastHit2D hit;
Vector3 fwd = goTile[tileNumber].transform.TransformDirection(Vector3.forward);
Debug.DrawRay(goTile[tileNumber].transform.position, fwd * 50, Color.green);
hit = Physics2D.Raycast(goTile[tileNumber].transform.position, fwd, 200);
if (hit)
{
goTile[tileNumber].tag = "walkableGrid";
}
tileNumber++;
}
}
}
And my class where I would like to use set GameObjects:
public class gameCalibration : MonoBehaviour {
bool calibrationComplete = false;
public gridInit gInit;
public cam Cam;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
{
for (int i = 0; i < gInit.goTile.Length; i++)
{
if (calibrationComplete == false)
{
gInit.goTile[i].GetComponent<Renderer>().enabled = true;
}
else
{
gInit.goTile[i].GetComponent<Renderer>().enabled = false;
}
}
if (calibrationComplete == false)
{
Calibrate();
}
else
{
gInit.GenerateObjects();
calibrationComplete = true;
}
}
}
Vector2[] camTileCenter;
Vector2 tempCenter;
void Calibrate()
{
for (int i = 0; i < gInit.goTile.Length; i++)
{
gInit.goTile[i].GetComponent<SpriteRenderer>().color = Color.red;
if (Cam.redBlobs[i] != null && camTileCenter[i] != tempCenter)
{
camTileCenter[i] = new Vector2(Cam.redBlobs[i].Width / 2, Cam.redBlobs[i].Height / 2);
tempCenter = camTileCenter[i];
}
}
}
}
I've tried messing around with some values and how the class is initialized, but for no prevail.
My complete error:
NullReferenceException: Object reference not set to an instance of an object
gameCalibration.Update () (at Assets/Scripts/gameCalibration.cs:21)
Error line in gameCalibration: gInit.goTile[i].GetComponent<Renderer>().enabled = true;