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Argument out of range

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In my really simple simon says game, everything used to be working fine. The game would generate a pattern, and when the player got the pattern correct, the computer would give the same thing but add another color. However, when I went to add a high score system, basically everything broke. On the second round of a pattern, the first color would not repeat, and I get an error that says 'Argument out of range'. Its probably something really easy to fix, I don't see anything wrong with it, but if anyone else does, I would really appreciate it. My script: using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEngine.UI; public class GameManager : MonoBehaviour { public SpriteRenderer[] colors; public AudioSource[] buttonSounds; private int colorSelect; public float lit; private float litCounter; public float waitBetweenLight; private float waitBetweenCounter; private bool shouldBeLit; private bool shouldBeDim; public List activeSequence; private int posInSequence; private bool gameActive; private int inputInSequence; public AudioSource correct; public AudioSource incorrect; public Text scoreText; // Use this for initialization void Start () { if (!PlayerPrefs.HasKey ("High Score")) { PlayerPrefs.SetInt ("High Score", 0); } scoreText.text = "Score: 0 - High Score: " + PlayerPrefs.GetInt("High Score"); } // Update is called once per frame void Update () { if (shouldBeLit) { litCounter -= Time.deltaTime; if (litCounter < 0) { colors [activeSequence[posInSequence]].color = new Color (colors [activeSequence[posInSequence]].color.r, colors [activeSequence[posInSequence]].color.g, colors [activeSequence[posInSequence]].color.b, 0.5f); buttonSounds [activeSequence [posInSequence]].Stop(); shouldBeLit = false; shouldBeDim = true; waitBetweenCounter = waitBetweenLight; posInSequence++; } } if (shouldBeDim) { waitBetweenCounter -= Time.deltaTime; if (posInSequence >= activeSequence.Count) { shouldBeDim = false; gameActive = true; } else { if (waitBetweenCounter > 0) { /*colorSelect = Random.Range (0, colors.Length); activeSequence.Add (colorSelect);*/ colors [activeSequence[posInSequence]].color = new Color (colors [activeSequence[posInSequence]].color.r, colors [activeSequence[posInSequence]].color.g, colors [activeSequence[posInSequence]].color.b, 1f); buttonSounds [activeSequence [posInSequence]].Play(); litCounter = lit; shouldBeLit = true; shouldBeDim = false; } } } } public void StartGame () { activeSequence.Clear (); posInSequence = 0; colorSelect = Random.Range (0, colors.Length); activeSequence.Add (colorSelect); colors [activeSequence[posInSequence]].color = new Color (colors [activeSequence[posInSequence]].color.r, colors [activeSequence[posInSequence]].color.g, colors [activeSequence[posInSequence]].color.b, 1f); buttonSounds [activeSequence [posInSequence]].Play(); litCounter = lit; shouldBeLit = true; scoreText.text = "Score: 0 - High Score: " + PlayerPrefs.GetInt("High Score"); } public void ColourPressed(int whichButton){ if (gameActive) { if (activeSequence[inputInSequence] == whichButton) { Debug.Log ("Correct"); inputInSequence++; if (inputInSequence >= activeSequence.Count) { PlayerPrefs.SetInt ("High Score", activeSequence.Count); } if (activeSequence.Count > PlayerPrefs.GetInt("High Score")){ scoreText.text = "Score: " + activeSequence.Count + "High Score" + PlayerPrefs.GetInt("High Score"); posInSequence = 0; inputInSequence = 0; colorSelect = Random.Range (0, colors.Length); activeSequence.Add (colorSelect); colors [activeSequence[posInSequence]].color = new Color (colors [activeSequence[posInSequence]].color.r, colors [activeSequence[posInSequence]].color.g, colors [activeSequence[posInSequence]].color.b, 1f); buttonSounds [activeSequence [posInSequence]].Play(); litCounter = lit; shouldBeLit = true; gameActive = false; correct.Play (); } } else { Debug.Log ("Wrong"); incorrect.Play (); gameActive = false; } } } }

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