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This question was closed Jan 06, 2019 at 02:23 AM by dcw2001.
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Question by dcw2001 · Jan 06, 2019 at 02:21 AM · c#scripting problemcolliders

Check bool from multiple instances of the same script

Hello, I am trying to check if a bool on a script is false if it leaves the collider. The "dropzones" objects all have the tag "dropzone" and the script "DropZone1" is in the scene multiple times, attached once to each of the dropzone objects. In their Start Function, I have written satisfied as false. My boundary script looks like this:

 public class DestroyByBoundary : MonoBehaviour
 {
     GameObject[] dropzones;
     DropZone1 dropzonescript;
     GameController gameController;
 
     private void Start()
     {
         gameController = FindObjectOfType<GameController>();
         dropzones = GameObject.FindGameObjectsWithTag("dropzone");
         foreach (GameObject zones in dropzones)
         {
             DropZone1 dropzonescript = zones.GetComponent<DropZone1>();
         }
     }
     void OnTriggerExit(Collider other)
     {
         
         if (other.gameObject.tag == "dropzone")
         {
             verifyifSatisfied(dropzonescript.satisfied);
         }
         
     }
     void verifyifSatisfied(bool satisfied)
     {
         
             if (dropzonescript.satisfied == false)
             {
                 gameController.NoAnswer();
                 gameController.DecideIfDisplay();
             }
         
     }
 }

I would like to make it so if one of those "dropzones" leaves the collider, it calls that "verifyifsatisfied" function. However, whenever I test, the code has a nullreferenceexception. Is there a way to fix this?

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avatar image Ady_M · Jan 06, 2019 at 02:29 AM 0
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What were you trying to achieve with that foreach? Your current code loops through all dropzones and keeps overwriting the one dropzonescript reference, which means that dropzonescript always points to the last dropzone in the loop (and only that one).

avatar image Ady_M Ady_M · Jan 06, 2019 at 02:43 AM 0
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I see you closed the question, but I'll post this here in case you're interested.

Try something along the lines of this:

 public class DestroyByBoundary : $$anonymous$$onoBehaviour
 {
     GameObject[] dropzones;
     //DropZone1 dropzonescript;  // Ady: Delete this
     GameController gameController;

     private void Start()
     {
         gameController = FindObjectOfType<GameController>();
         dropzones = GameObject.FindGameObjectsWithTag("dropzone");
         foreach (GameObject zones in dropzones)
         {
             // Ady: I have no idea what you were trying to do here
             //DropZone1 dropzonescript = zones.GetComponent<DropZone1>();   // Ady disabled code
         }
     }

     void OnTriggerExit(Collider other)
     {
         if (other.gameObject.tag == "dropzone")
         {
             // Ady: Gets the DropZone1 script that's attached to the object that exited the trigger
             var dropzonescript = GetComponent<DropZone1>();  // Ady
             verifyifSatisfied(dropzonescript);  // Ady
         }
     }
     
     void verifyifSatisfied(DropZone1 dropzonescript)  // Ady: Replaced parameter with DropZone1 type
     {
         if (dropzonescript.satisfied == false)
         {
             gameController.NoAnswer();
             gameController.DecideIfDisplay();
         }
     }
 }

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