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Question by rendingfang · Feb 21, 2014 at 04:41 PM · errorpickupmessage

Script not using other script #C

I have a script where on collision it set itself to false. This works fine, but when I try to tell it to call Emotes.Hearts(); from my Emote script I get this error:

 Assets/Scripts/Emotes.cs(11,21): error CS1624: The body of `Emotes.Hearts()' cannot be an iterator block because `void' is not an iterator interface type

Here's my class attached to Fruit:

 using UnityEngine;
 using System.Collections;
 
 public class Fruit : MonoBehaviour {
     private Emotes emotes;
 
 
     void Start(){
         _HpMax = 200;
         _HpCur = 1;
     }
     void OnTriggerEnter(Collider other){
         if (other.gameObject.tag == "Player"){
             gameObject.SetActive(false);
             emotes.Hearts();
             }
             //Destroy(gameObject);
         }
     }
 }

And here's a bit of my Emotes (took all ten different types out to save on room, set up the same for each.)

 using UnityEngine;
 using System.Collections;
 
 public class Emotes : MonoBehaviour {
     public GameObject _floatinghearts;
 
     void Awake(){
         _floatinghearts.active = false;
     }
 
     public IEnumerator Hearts(){
         _floatinghearts.active = true;
         yield return new WaitForSeconds (1);
         _floatinghearts.active = false;
     }
 }
 
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Answer by robertbu · Feb 21, 2014 at 04:43 PM

Change line 15 int the first script to:

  StartCoroutine(emotes.Hearts());   
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avatar image rendingfang · Feb 21, 2014 at 06:07 PM 0
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Thanks, I got that changed. Yet, when I run it I gives me this error now:

 NullReferenceException: Object reference not set to an instance of an object
 Fruit.OnTriggerEnter (UnityEngine.Collider other) (at Assets/Scripts/Fruit.cs:10)
avatar image nixcs2512 · Feb 21, 2014 at 07:07 PM 0
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you need to assign emotes first, like:

 void OnTriggerEnter(Collider other)
 {
 if (other.gameObject.tag == "Player"){
 gameObject.SetActive(false);
 emotes = other.gameObject.GetComponent<Emotes>(); // if Emotes script is put on "other" gameObject
 emotes = GetComponent<Emotes>(); // if Emotes is put on this gameObject
 StartCoroutine(emotes.Hearts());
 }
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Answer by CodeElemental · Feb 21, 2014 at 04:48 PM

You need to be more careful about the closing brackets the Fruit class has more closing brackets , just delete the one at the end (if it was not copy/paste typo)

Also , you need to call Hearts() as a Coroutine

 StartCoroutine(emotes.Hearts());
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avatar image rendingfang · Feb 21, 2014 at 05:10 PM 0
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Thanks, I got that changed. Yet, when I run it I gives me this error now:

 NullReferenceException: Object reference not set to an instance of an object
 Fruit.OnTriggerEnter (UnityEngine.Collider other) (at Assets/Scripts/Fruit.cs:10)

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