#paste code
1 messages · Page 1 of 1 (latest)
void Update()
{
targetlistgenerate();
/*I'm putting this code here instead of a separate void because the player will have to be able to switch targets on a button press in the future,
* and I plan on doing that by just having each button press cycle through the second, third, fourth, etc closest on the targetlist*/
float distancetoClosestTarget = Mathf.Infinity;
GameObject closestTarget;
foreach (GameObject finaltarget in finaltargets)
{
float distancetoTarget = (finaltarget.transform.position - this.transform.position).sqrMagnitude;
if (distancetoTarget < distancetoClosestTarget)
{
closestTarget = finaltarget;
selectedtarget = distancetoTarget;
Debug.Log(selectedtarget + " selected");
}
else
{
continue;
}
}
selectedtarget = closestTarget;
}
selectedtarget = distancetoTarget; is wrong
distancetoclosesttarget = distancetotarget
Fixed, now have "unassigned local variable 'ClosestTarget'"
That fixed it
yay
Thanks! Now going to the older messages about preventing the nullreference exception
but
you need to protect select target at bottom from being null
if the foreach loop doesn't select anything you're setting select target to null
keep that in mind
Got you
I'm going to attempt to bang my head on the API a bit more for that one before asking for more help here
Yeah, tried a couple different null reference exception fixes but none of them worked, and it's 10 AM
Can null reference exceptions crash a game?
Or can I successfully slap a patch on somewhere to just clear the error cache every once in a while?
NVM, fixed
Thank you guys for all your help! This is easily some of the more confusing programming Ive had to do
Oh boy, new problem