I am currently working with C# using the Unity3D engine and have come upon the following problem:
I created a class that has two private references to instances of another class which it has to access. Once I create multiple instances of the class and set the references I found out that all instances were using the same variable. I realized this as I was destroying an instance and just before that set the two variables holding the references to null. Immediately after doing that all other instances were throwing NullReferenceExceptions because they were still trying to access the references. The referenced objects are fine, other scripts can still access them.
Here is some pseudo code illustrating the structure:
public class Character
{
// Character data
}
public class StatusEffect
{
private Character target;
private Character originator;
public void Init(Character _Target, Character _Originator)
{
target = _Target;
originator = _Originator;
}
public void Destroy()
{
target = null;
originator = null;
}
}
In the program it would be called like this:
StatusEffect effect = new StatusEffect();
effect.Init(player1, player2);
// Time goes by
effect.Destroy();
After calling Destroy() every StatusEffect's two references will be null.
This is not only an issue when destroying StatusEffects, but also when creating new ones. As soon as I touch the references from within a new instance all StatusEffects will reference the two Characters specified by the new StatusEffect.
I do not understand why or how I can fix this issue. Can someone enlighten me on this matter?
Cheers, Valtaroth
EDIT:
Here is the real code as requested: I have a container class holding several StatusEffects. As soon as it starts, it initializes all of them.
public class CElementTag
{
// ..Other data..
public float f_Duration; // Set in the editor
private CGladiator gl_target;
private CGladiator gl_originator;
private float f_currentDuration;
public CStatusEffect[] ar_statusEffects;
// Starts the effect of the element tag
public void StartEffect(CGladiator _Originator, CGladiator _Target)
{
gl_originator = _Originator;
gl_target = _Target;
f_currentDuration = f_Duration;
for(int i = 0; i < ar_statusEffects.Length; i++)
ar_statusEffects[i].Initialize(gl_originator, gl_target);
}
// Ends the effect of the element tag
public void EndEffect()
{
for(int i = 0; i < ar_statusEffects.Length; i++)
{
if(ar_statusEffects[i] != null)
ar_statusEffects[i].Destroy();
}
}
// Called every update, returns true if the tag can be destroyed
public bool ActivateEffect()
{
f_currentDuration -= Time.deltaTime;
if(f_currentDuration <= 0.0f)
{
EndEffect();
return true;
}
for(int i = 0; i < ar_statusEffects.Length; i++)
{
if(ar_statusEffects[i] != null && ar_statusEffects[i].Update())
RemoveStatusEffect(i);
}
return false;
}
// Removes expired status effects
private void RemoveStatusEffect(int _Index)
{
// Call destroy method
ar_statusEffects[_Index].Destroy();
// Remove effect from array
for(int i = _Index; i < ar_statusEffects.Length - 1; i++)
ar_statusEffects[i] = ar_statusEffects[i+1];
ar_statusEffects[ar_statusEffects.Length - 1] = null;
}
}
The actual StatusEffect class is holding the two references as well as some other data it needs to work. It has virtual methods because there are some classes inheriting from it.
public class CStatusEffect
{
// ..Necessary data..
// References
protected CGladiator gl_target;
protected CGladiator gl_originator;
virtual public void Initialize(CGladiator _Target, CGladiator _Originator)
{
gl_target = _Target;
gl_originator = _Originator;
// ..Initialize other necessary stuff..
}
virtual public void Destroy()
{
gl_target = null;
gl_originator = null;
// ..Tidy up other data..
}
virtual public bool Update()
{
// ..Modifying data of gl_target and gl_originator..
// Returns true as soon as the effect is supposed to end.
}
}
That should be all the relevant code concerning this problem.
EDIT2
@KeithPayne I have a static array of ElementTags defined in the editor and saved to xml. At the beginning of the program the static array is loading the xml and stores all element tags. When creating a new element tag to use I utilize this constructor:
// Receives a static tag as parameter
public CElementTag(CElementTag _Tag)
{
i_ID = _Tag.i_ID;
str_Name = _Tag.str_Name;
enum_Type = _Tag.enum_Type;
f_Duration = _Tag.f_Duration;
ar_statusEffects = new CStatusEffect[_Tag.ar_statusEffects.Length];
Array.Copy(_Tag.ar_statusEffects, ar_statusEffects, _Tag.ar_statusEffects.Length);
}
Do I have to use a different method to copy the array to the new tag? I thought Array.Copy would make a deep copy of the source array and stored it in the destination array. If it is in fact making a shallow copy, I understand where the problem is coming from now.