Assets/Scripts/Managers/GameManager.cs(20,25): warning CS0649: Field GameManager.m_RoundWinner' is never assigned to, and will always have its default value
null'
とエラーが出ました。
GameManagerには
using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; using UnityEngine.UI; public class GameManager : MonoBehaviour { public int m_NumRoundsToWin = 5; public float m_StartDelay = 3f; public float m_EndDelay = 3f; public CameraControl m_CameraControl; public Text m_MessageText; public GameObject m_TankPrefab; public TankManager[] m_Tanks; private int m_RoundNumber; private WaitForSeconds m_StartWait; private WaitForSeconds m_EndWait; private TankManager m_RoundWinner; private TankManager m_GameWinner; private void Start() { m_StartWait = new WaitForSeconds(m_StartDelay); m_EndWait = new WaitForSeconds(m_EndDelay); SpawnAllTanks(); SetCameraTargets(); StartCoroutine(GameLoop()); } private void SpawnAllTanks() { for (int i = 0; i < m_Tanks.Length; i++) { m_Tanks[i].m_Instance = Instantiate(m_TankPrefab, m_Tanks[i].m_SpawnPoint.position, m_Tanks[i].m_SpawnPoint.rotation) as GameObject; m_Tanks[i].m_PlayerNumber = i + 1; m_Tanks[i].Setup(); } } private void SetCameraTargets() { Transform[] targets = new Transform[m_Tanks.Length]; for (int i = 0; i < targets.Length; i++) { targets[i] = m_Tanks[i].m_Instance.transform; } m_CameraControl.m_Targets = targets; } private IEnumerator GameLoop() { yield return StartCoroutine(RoundStarting()); yield return StartCoroutine(RoundPlaying()); yield return StartCoroutine(RoundEnding()); if (m_GameWinner != null) { SceneManager.LoadScene (SceneManager.GetActiveScene ().name); } else { StartCoroutine(GameLoop()); } } private IEnumerator RoundStarting() { // As soon as the round starts reset the tanks and make sure they can't move. ResetAllTanks (); DisableTankControl (); // Snap the camera's zoom and position to something appropriate for the reset tanks. m_CameraControl.SetStartPositionAndSize (); // Increment the round number and display text showing the players what round it is. m_RoundNumber++; m_MessageText.text = "ROUND " + m_RoundNumber; // Wait for the specified length of time until yielding control back to the game loop. yield return m_StartWait; } private IEnumerator RoundPlaying() { EnableTankControl (); // Clear the text from the screen. m_MessageText.text = string.Empty; // While there is not one tank left... while (!OneTankLeft()) { // ... return on the next frame. yield return null; } } private IEnumerator RoundEnding() { yield return m_EndWait; } private bool OneTankLeft() { int numTanksLeft = 0; for (int i = 0; i < m_Tanks.Length; i++) { if (m_Tanks[i].m_Instance.activeSelf) numTanksLeft++; } return numTanksLeft <= 1; } private TankManager GetRoundWinner() { for (int i = 0; i < m_Tanks.Length; i++) { if (m_Tanks[i].m_Instance.activeSelf) return m_Tanks[i]; } return null; } private TankManager GetGameWinner() { for (int i = 0; i < m_Tanks.Length; i++) { if (m_Tanks[i].m_Wins == m_NumRoundsToWin) return m_Tanks[i]; } return null; } private string EndMessage() { string message = "DRAW!"; if (m_RoundWinner != null) message = m_RoundWinner.m_ColoredPlayerText + " WINS THE ROUND!"; message += "\n\n\n\n"; for (int i = 0; i < m_Tanks.Length; i++) { message += m_Tanks[i].m_ColoredPlayerText + ": " + m_Tanks[i].m_Wins + " WINS\n"; } if (m_GameWinner != null) message = m_GameWinner.m_ColoredPlayerText + " WINS THE GAME!"; return message; } private void ResetAllTanks() { for (int i = 0; i < m_Tanks.Length; i++) { m_Tanks[i].Reset(); } } private void EnableTankControl() { for (int i = 0; i < m_Tanks.Length; i++) { m_Tanks[i].EnableControl(); } } private void DisableTankControl() { for (int i = 0; i < m_Tanks.Length; i++) { m_Tanks[i].DisableControl(); } } }
と書きました。
インスペクタの方に必要なものが代入されていないのでしょうか?それともコードに足りないのでしょうか?
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