错误NullReferenceException:对象引用未设置为对象的实例

我正在与AI敌人一起制作fps游戏,但出现了此错误,我不知道错误在哪里 是因为它写(在<9061962f637f4c89b5332c95b2cf7751>:0)

我并不着急,真正的问题是我找不到错误的出处,因为它没有说,如果您可以告诉我它在哪里,那就太好了。非常感谢可以提供帮助的每个人。

这是完整的错误(实际上相当长):

NullReferenceException: Object reference not set to an instance of an object UnityEditor.Graphs.Edge.WakeUp () (at <9061962f637f4c89b5332c95b2cf7751>:0) UnityEditor.Graphs.Graph.DoWakeUpEdges (System.Collections.Generic.List1[T] inEdges, System.Collections.Generic.List1[T] ok, System.Collections.Generic.List`1[T] error, System.Boolean inEdgesUsedToBeValid) (at <9061962f637f4c89b5332c95b2cf7751>:0) UnityEditor.Graphs.Graph.WakeUpEdges (System.Boolean clearSlotEdges) (at <9061962f637f4c89b5332c95b2cf7751>:0) UnityEditor.Graphs.Graph.WakeUp (System.Boolean force) (at <9061962f637f4c89b5332c95b2cf7751>:0) UnityEditor.Graphs.Graph.WakeUp () (at <9061962f637f4c89b5332c95b2cf7751>:0) UnityEditor.Graphs.Graph.OnEnable () (at <9061962f637f4c89b5332c95b2cf7751>:0)

我在这里放置了一些我认为可能有问题的代码:

第一个脚本:

using UnityEngine;
using System.Collections;
using System.Globalization;
using UnityEngine.UI;


public class GunShoot : MonoBehaviour
{
    public int damage = 10;
    public float range = 100f;
    public float fireRate = 15f;
    public float impactForce = 30f;
public int maxAmmo = 10;
private int currentAmmo;
public float reloadTime = 1f;
private bool isReloading = false;

public Camera fpsCam;
public ParticleSystem muzzleFlash;
public GameObject impactEffect;
public Text ammoCounter;

public Animator animator;


private float nextTimeToFire = 0f;


void Start()
{
        currentAmmo = maxAmmo;
}

void OnEnable()
{
    isReloading = false;
    animator.SetBool("Reloading", false);
}

// Update is called once per frame
void Update()
{
    if (isReloading)
        return;

    if (currentAmmo <= 0)
    {
        StartCoroutine(Reload());
        return;
    }

    if (Input.GetKeyDown(KeyCode.R))
    {
        if (currentAmmo <= maxAmmo)
        {
            StartCoroutine(Reload());
            return;
        }
    }


    if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire)
    {
        nextTimeToFire = Time.time + 1f / fireRate;
        Shoot();
    }

    ammoCounter.text = currentAmmo.ToString() + "/" + maxAmmo;
}

IEnumerator Reload()
{
    isReloading = true;

    animator.SetBool("Reloading", true);

    yield return new WaitForSeconds(reloadTime - .25f);
    animator.SetBool("Reloading", false);
    yield return new WaitForSeconds(.25f);


    currentAmmo = maxAmmo;
    isReloading = false;
}

void Shoot()
{
    muzzleFlash.Play();

    currentAmmo--;



    RaycastHit hit;
    if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
    {

        Enemy target = hit.transform.GetComponent<Enemy>();
        if (target != null)
        {
            hit.transform.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
        }

        if (hit.rigidbody != null)
        {
            hit.rigidbody.AddForce(-hit.normal * impactForce);
        }

        GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
        Destroy(impactGO, 0.6f);
    }
}

}

第二个脚本:

using System;
using UnityEngine;

public class CharacterStats : MonoBehaviour
{
    public int maxHealth = 100;
    public int currentHealth { get; private set; }

public Stat damage;
public Stat armor;

void Awake()
{
    currentHealth = maxHealth;
}

void Update()
{

}

public void ApplyDamage (int damage)
{
    damage -= armor.GetValue();
    damage = Mathf.Clamp(damage, 0, int.MaxValue);

    currentHealth -= damage;

    if (currentHealth <= 0)
    {
        Die();
    }
}

public virtual void Die()
{


}

}

非常感谢你