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camera not working after scripting player state

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i got tuorial on youtube channel stevie rof https://www.youtube.com/watch?v=DmkR9wADjS4&lc=z22bsldjvpasd5sv1acdp434datu4ihl5bnuh0222q5w03c010c.1515246400697574 in this episode make me struggle spend long time a day. script execution order is correct like stevie order error ; NullReferenceException: Object reference not set to an instance of an object ThirdPersonCamera.Update () (at Assets/Team9/Scripts/Cameras/ThirdPersonCamera.cs:48) line of error: if (localPlayer.PlayerState.WeaponState == PlayerState.EWeaponState.AIMING || localPlayer.PlayerState.WeaponState == PlayerState.EWeaponState.AIMFIRING) cameraRig = aimCamera; ![alt text][1] [1]: https://answers.unity.com/storage/temp/108684-gg.png here is the code of camera using System.Collections; using UnityEngine; public class ThirdPersonCamera : MonoBehaviour { [System.Serializable] public class CameraRig { public Vector3 CameraOffset; public float Damping; } //0.53, 0.39, -5.8 //5 [SerializeField] CameraRig defaultCamera; [SerializeField] CameraRig aimCamera; Transform cameraLookTarget; Player localPlayer; void Awake () { GameManager.Instance.OnLocalPlayerJoined += HandleOnLocalPlayerJoined;; } void HandleOnLocalPlayerJoined (Player player) { localPlayer = player; cameraLookTarget = localPlayer.transform.Find("cameraLookTarget"); if (cameraLookTarget == null) cameraLookTarget = localPlayer.transform; } // Update is called once per frame void Update () { if (localPlayer == null) return; CameraRig cameraRig = defaultCamera; if (localPlayer.PlayerState.WeaponState == PlayerState.EWeaponState.AIMING || localPlayer.PlayerState.WeaponState == PlayerState.EWeaponState.AIMFIRING) cameraRig = aimCamera; Vector3 targetPosition = cameraLookTarget.position + localPlayer.transform.forward * cameraRig.CameraOffset.z + localPlayer.transform.up * cameraRig.CameraOffset.y + localPlayer.transform.right * cameraRig.CameraOffset.x; Quaternion targetRotation = Quaternion.LookRotation (cameraLookTarget.position - targetPosition, Vector3.up); transform.position = Vector3.Lerp (transform.position, targetPosition, cameraRig.Damping * Time.deltaTime); transform.rotation = Quaternion.Lerp (transform.rotation, targetRotation, cameraRig.Damping * Time.deltaTime); } }

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