我正在使用Unity设计boid系统。我通过在“ Swarm”列表中加入一个波伊德进入对撞机来处理感知半径。为了找到每个物体的力,我需要循环浏览群表,访问“ Boid”类,并获取速度和位置。
来自每个群实体的Boid类被添加到新列表,并传递给物理控制器。但是,在第96行抛出NullReferenceException。
NullReferenceException:对象引用未设置为对象的实例Boid.Alignment(System.Collections.Generic.IEnumerable`1 [T] boids)(在Assets / Scripts / Boid.cs:96)Boid.Update()(位于Assets / Scripts / Boid.cs:42)
经过测试,似乎在访问新的Boid列表的任何部分时都会抛出它。
为什么我的新列表不包含任何数据?有没有更好的方法来处理3D空间中boid的2D实现?有没有可以用来更好地了解Linq的资源?
P.S。我对使用Linq系统非常陌生,大部分代码摘自this video和this Unity project script
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Boid : MonoBehaviour
{
// Global Variables
public Boid_Settings settings;
// Local Variables
public Rigidbody body;
public Vector2 acceleration;
public Vector2 velocity
{
get
{ return new Vector2(body.velocity.x, body.velocity.z); }
set
{ body.velocity = new Vector3(value.x, body.velocity.y, value.y); }
}
public Vector2 position
{
get
{ return new Vector2(transform.position.x, transform.position.z); }
}
public List<GameObject> swarm = new List<GameObject>();
public List<GameObject> targets = new List<GameObject>();
// Functions
private void Start()
{
float angle = Random.Range(0, 2 * Mathf.PI);
transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
velocity = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
}
private void Update()
{
IEnumerable<Boid> boids = swarm.Select(o => o.GetComponent<Boid>()).ToList();
Vector2 alignment = Alignment(boids);
Vector2 separation = Separation(boids);
Vector2 cohesion = Cohesion(boids);
acceleration = settings.alignmentWeight * alignment + settings.cohesionWeight * cohesion + settings.seperationWeight * separation;
UpdatePhysics();
}
// Entity Awareness Assignment
private void OnTriggerEnter(Collider collider)
{
if (collider.CompareTag("Zombie"))
{ swarm.Add(collider.gameObject); }
else if (collider.CompareTag("Player") || collider.CompareTag("Lure"))
{ targets.Add(collider.gameObject); }
}
private void OnTriggerExit(Collider collider)
{
if (collider.CompareTag("Zombie"))
{ swarm.Remove(collider.gameObject); }
else if (collider.CompareTag("Player") || collider.CompareTag("Lure"))
{
targets.Remove(collider.gameObject);
StartCoroutine(LingerTarget(collider.gameObject));
}
}
IEnumerator LingerTarget(GameObject target)
{
targets.Add(target);
yield return new WaitForSeconds(settings.lingerTime);
targets.Remove(target);
}
// Core Boid Logic
public void UpdatePhysics()
{
// Apply the acceleration, and then limit the speed to the maximum.
Vector2 UncappedVelocity = velocity + acceleration;
velocity = ApplyLimit(UncappedVelocity, settings.maxSpeed);
float angle = Mathf.Atan2(velocity.y, velocity.x) * Mathf.Rad2Deg;
body.transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
}
private Vector2 Alignment(IEnumerable<Boid> boids)
{
Vector2 velocity = Vector2.zero;
if (!boids.Any()) return velocity;
foreach (Boid boid in boids)
{ velocity += boid.velocity; }
velocity /= boids.Count();
Vector2 steer = Steer(velocity.normalized * settings.maxSpeed);
return steer;
}
private Vector2 Cohesion(IEnumerable<Boid> boids)
{
if (!boids.Any()) return Vector2.zero;
Vector2 sumPositions = Vector2.zero;
foreach (Boid boid in boids)
{ sumPositions += boid.position; }
Vector2 average = sumPositions / boids.Count();
Vector2 direction = average - position;
Vector2 steer = Steer(direction.normalized * settings.maxSpeed);
return steer;
}
private Vector2 Separation(IEnumerable<Boid> boids)
{
Vector2 direction = Vector2.zero;
boids = boids.Where(o => Vector3.Distance(o.transform.position, position) <= settings.avoidanceRadius);
if (!boids.Any()) return direction;
foreach (Boid boid in boids)
{
Vector2 difference = position - boid.position;
direction += difference.normalized / difference.magnitude;
}
direction /= boids.Count();
Vector2 steer = Steer(direction.normalized * settings.maxSpeed);
return steer;
}
private Vector2 Steer(Vector2 desired)
{
Vector2 steer = desired - velocity;
steer = ApplyLimit(steer, settings.maxSteerForce);
return steer;
}
// Calculation Helpers
private Vector2 ApplyLimit(Vector2 baseVector, float limit)
{
if (baseVector.sqrMagnitude > limit * limit)
{ baseVector = baseVector.normalized * limit; }
return baseVector;
}
}
Boid_Settings模块:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CreateAssetMenu]
public class Boid_Settings : ScriptableObject
{
// Boid
public float maxSpeed = 5;
public float avoidanceRadius = 1;
public float maxSteerForce = 3;
public float lingerTime = 2.5f;
public float alignmentWeight = 1;
public float cohesionWeight = 1;
public float seperationWeight = 1;
public float targetWeight = 1;
// Spawner
public float awarenessRadius = 2.5f;
}
通过检查您的代码,我有两点要指出:
您两次声明velocity
。再次作为您类的公共属性,然后再次作为Alignment
方法内部的局部变量。
这是您的异常可能来自:
CODE:
public Rigidbody body; //not initialized to anything
public Vector2 acceleration;
public Vector2 velocity
{
get
{
return new Vector2(body.velocity.x, body.velocity.z);
}
set
{
//Since body is never initialized, calling .velocity throws a null exception
body.velocity = new Vector3(value.x, body.velocity.y, value.y);
}
}