Having a slight c# problem here.
I’m currently coding a small platformer-game with Unity and I had some raycasts which checked collisions and such.
Now, I started to clean the code a bit, by storing the results of those raycasts into an integer array, but I’m getting a IndexOutOfRangeException.
I’ve tried to read through my code many times but can’t seem to find what is causing the problem. If someone can help me out, I would be really glad.
Here’s my code:
using UnityEngine;
using System.Collections;
public class PlayerRayCaster : MonoBehaviour {
public float playerHeight = 1;
public enum FeetState {Air, Ground};
public FeetState playerFeetState = FeetState.Air;
public int feetHitRays;
public int behindHitRay;
//Arrays of rays. value of 1 means that ray hits a target, 0 means that it does not hit.
public int[] sideRays; // [0-3] = Left side. [4-8] = Right side.
public int[] depthRays; // [0] = Away from camera. [1] = Towards camera.
public int[] feetRays;
public int counter;
void Start(){
sideRays = new int[8];
depthRays = new int[2];
feetRays = new int[3];
}
// Update is called once per frame
void Update () {
FeetRays();
SideRays();
BehindRay();
}
//Rays, which check if the character is bumping into an object, left or right.
void SideRays(){
float rayLength = 0.4f;
counter = 0;
//Left side rays.
for(int rayHeight = 0 ; rayHeight>=-4 ; rayHeight-=1 , counter++){
Debug.Log(sideRays[counter]);
if(Physics.Raycast(transform.position-new Vector3(0,rayHeight/2,0), new Vector3(-1,0,0),rayLength)){
sideRays[counter] = 1;
Debug.DrawRay(transform.position-new Vector3(0,rayHeight/2,0), new Vector3(-rayLength,0,0), Color.green);
}
else{
sideRays[counter] = 0;
Debug.DrawRay(transform.position-new Vector3(0,rayHeight/2,0), new Vector3(-rayLength,0,0), Color.yellow);
}
}
//Right side rays.
for(int rayHeight = 0;rayHeight>=-4;rayHeight-=1,counter++){
if(Physics.Raycast(transform.position-new Vector3(0,rayHeight/2,0), new Vector3(1,0,0),rayLength)){
sideRays[counter] = 1;
Debug.DrawRay(transform.position-new Vector3(0,rayHeight/2,0), new Vector3(rayLength,0,0), Color.green);
}
else{
sideRays[counter] = 0;
Debug.DrawRay(transform.position-new Vector3(0,rayHeight/2,0), new Vector3(rayLength,0,0), Color.yellow);
}
}
}
//Three rays, which check if the characters feet are on the ground or not.
void FeetRays(){
feetHitRays = 0;
float rayLength = 0.2f;
//Shoots three rays down from player.
for(float i=-0.7f;i<=0.7f;i+=0.7f){
if(Physics.Raycast(transform.position-new Vector3(i/2,0,0), new Vector3(0,-1,0),rayLength)){
feetHitRays++;
Debug.DrawRay(transform.position-new Vector3(i/2,0,0), new Vector3(0,-rayLength,0), Color.green);
}
else{
Debug.DrawRay(transform.position-new Vector3(i/2,0,0), new Vector3(0,-rayLength,0), Color.red);
}
}
//Sets the feet state.
if(feetHitRays==0)
{
playerFeetState = PlayerRayCaster.FeetState.Air;
}
else{
playerFeetState = PlayerRayCaster.FeetState.Ground;
}
}
//Shoots a raycast in z-direction from the character, to check for door access.
void BehindRay(){
behindHitRay = 0;
float rayLength = 2;
if(Physics.Raycast(transform.position, new Vector3(0,0,1), rayLength)){ //Away from camera
behindHitRay = 1;
Debug.DrawRay(transform.position, new Vector3(0,0,rayLength), Color.green);
}
if(Physics.Raycast(transform.position, new Vector3(0,0,-1), rayLength)){ // Towards camera.
behindHitRay = -1;
Debug.DrawRay(transform.position, new Vector3(0,0,-rayLength), Color.green);
}
}
}
This is the line that gives me the exception:
sideRays[counter] = 1;
Thanks in advance.
I believe this is the problem:
You’re basically doing that twice, and that means 10 iterations, whereas your array is initialized like this:
You may well want:
(As an aside, I’d very strongly recommend that you don’t use public fields, but that’s a different matter.)