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[Part 16] IndexOutOfRangeException when selecting level 2 passive
Home › Forums › Video Game Tutorial Series › Creating a Rogue-like Shoot-em Up in Unity › [Part 16] IndexOutOfRangeException when selecting level 2 passive
- This topic has 4 replies, 2 voices, and was last updated 7 months, 1 week ago by Alejandro Sierra Serrano.
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May 14, 2024 at 12:57 am #14641::
Hello again Terence, whenever I select the second level of a passive item I get the following error:
<code>IndexOutOfRangeException: Index was outside the bounds of the array. PassiveData.GetLevelData (System.Int32 level) (at Assets/Scripts/Pasivas/PassiveData.cs:15) Passive.LevelUp () (at Assets/Scripts/Pasivas/Passive.cs:38) PlayerInventory.LevelUpPassive (System.Int32 slotIndex, System.Int32 upgradeIndex) (at Assets/Scripts/Jugador/PlayerInventory.cs:255) PlayerInventory+<>c__DisplayClass21_3.<ApplyUpgradeOptions>b__3 () (at Assets/Scripts/Jugador/PlayerInventory.cs:355) UnityEngine.Events.InvokableCall.Invoke () (at <f7237cf7abef49bfbb552d7eb076e422>:0) UnityEngine.Events.UnityEvent.Invoke () (at <f7237cf7abef49bfbb552d7eb076e422>:0) UnityEngine.UI.Button.Press () (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:70) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:114) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:57) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction 1[T1] functor) (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272) UnityEngine.EventSystems.EventSystem:Update() (at ./Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:530)</code>
Do you know what could be causing this? This is the line where the exception is being thrown:
<code>public Passive.Modifier GetLevelData(int level) { if (level - 2 < growth.Length) { return growth[level - 2]; } Debug.LogWarning(string.Format("Passive doesn't have level up stats configured for level {0}", level)); return new Passive.Modifier(); }</code>
But if I click again on the level, it actually applies… is there something I’m missing?
Also I wanted to ask if the passives stats are being changed as of now it does add a number, for example I have 5 moveSpeed and wings give “10%” but actually only adds 0.10 to 5, being now 5.1. Thanks in advance
May 14, 2024 at 11:57 am #14644::Hi Alejandro, the error is in this line:
return growth[level - 2];
It will occur either when:
level - 2
results in a value less than 0, or;- the
growth
array does not have enough entries (e.g. you try retrieving data for level 5, but you only have data for 1 level)
For the move speed stat, it just gets added with the code in Part 16. In Part 18, this is updated so that it is more similar to how Vampire Survivors handles it, i.e. percentage-based boosts.
May 15, 2024 at 3:18 am #14660::In what cases could the level – 2 return less than 0? Also this is the passive data:
View post on imgur.com
May 15, 2024 at 10:50 am #14662::In what cases could the level – 2 return less than 0?
If yourlevel
is less than 2, thenlevel - 2
will be less than 0.Slipped my mind to mention this previously, but you can add a line of code to fix this:
public Passive.Modifier GetLevelData(int level) { if (level <= 1) return baseStats; if (level - 2 < growth.Length) { return growth[level - 2]; } Debug.LogWarning(string.Format("Passive doesn't have level up stats configured for level {0}", level)); return new Passive.Modifier(); }
This is mentioned in the newly-released Part 19.
Your passive data looks fine.
May 16, 2024 at 12:22 am #14679::Hello thanks, it worked ^^ Appreciate the help and effort you putting in this tutorials
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