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Question by PredatorProductions · Dec 31, 2016 at 09:03 PM · c#animationbooleannull reference exception

Help with Enemy death Animation!

Hey I'm getting a NullReferenceException error and not sure why... Any help would be appreciated! Thanks!

Error line :

"anim.SetBool ("Dead", true);"

using UnityEngine; using System.Collections;

public class EnemyHelthManager : MonoBehaviour {

 public int MaxHealth;
 public int CurrentHealth;
 public GameObject bloodpop;
 private bool Dead;
 private Animator anim; 
 // Use this for initialization
 void Start () {
     CurrentHealth = MaxHealth;

 }

 // Update is called once per frame
 void Update () {
     if (CurrentHealth <= 0) 
     
     {
         Dead = true;    
         anim.SetBool ("Dead", true);

     }

     if (CurrentHealth < MaxHealth)
         Instantiate (bloodpop, transform.position, transform.rotation);
 }
 public IEnumerator DeathAnim()

 {
     if (Dead == true)
     {
     yield return new WaitForSeconds (3);
     Destroy (gameObject);
     }
 }

 public void HurtEnemy(int damageToGive)
 {
     CurrentHealth -= damageToGive;
     GetComponent<AudioSource>().Play();
 }

 public void SetMaxHealth ()
 {
     CurrentHealth = MaxHealth;
 }

}

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Answer by PredatorProductions · Jan 02, 2017 at 10:15 PM

So I figured it out (for the 300 people following the question).

What i did was put this in the start function:

     Dead = false;

     {
         anim = GetComponent<Animator> ();
         MyRigidbody = GetComponent<Rigidbody2D> ();
     }

}

And I added this in the MonoBehaviour {

 private Rigidbody2D MyRigidbody;

}

Basically i just told the script to find the Rigidbody, and use that to find the animator. At least thats how I understood it. Anyways it's animating now but its not destroying the GameObject after the IEnumerator waits for (1) second. So If i figure that out I'll post it or if anyone has any help with that let me know!

Thanks.

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