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Question by james432213 · Jul 24, 2018 at 07:30 AM · c#crashenemy

MissingReferenceException: The object of type 'EnemyController' has been destroyed but you are still trying to access it.

I have an enemy that I've duplicated as I want more than one of the same type of enemy. However, once I kill one of the enemies and then take damage from the other enemy, the game crashes. It's like each cloned enemy is not unique. The script for controlling the duplicated enemy is destroyed, but I don't want it to be destroyed.

Thank you

EnemyController Class

 public class EnemyController : MonoBehaviour {

 public float lookRadius = 10f;

 Transform target;
 NavMeshAgent agent;

 // Use this for initialization
 void Start () {
     
     target = PlayerManager.instance.player.transform;
     agent = GetComponent<NavMeshAgent>();   
 }
 
 // Update is called once per frame
 void Update () {
    
     float distance = Vector3.Distance(target.position, transform.position);

     if(distance <= lookRadius)
     {
         agent.SetDestination(target.position);

         if(distance <= agent.stoppingDistance)
         {
             // Attack the target
             FaceTarget();
         }
     }
 }
 void FaceTarget()
 {
     Vector3 direction = (target.position - transform.position).normalized;
     Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.z));
     transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5f);
 }

 public float returnEnemyX()
 {
     
     float location = transform.position.x;
     return location;
     
 }

 private void OnDrawGizmosSelected()
 {
     Gizmos.color = Color.red;
     Gizmos.DrawWireSphere(transform.position, lookRadius);
 }
 }

PlayerCollision Class

 public class PlayerCollision : MonoBehaviour {
 
 
     public Health2 H2;
     public PlayerMovement movement;
     public Rigidbody rb;
     public EnemyController enemyController;
     public gems gems;
     public EnemyStats enemyStats;
     public int damageEnemyBy = 100;
     
 
 
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
         
     }
 
     private void OnCollisionEnter(Collision collisionInfo)
     {
         if (collisionInfo.collider.tag == "spikeMoveUp")
         {
 
             Debug.Log("You hit the spike");
             H2.setHealth(H2.getHealth() - 1);
             StartCoroutine(Flasher());
 
             if (H2.getHealth() <= 0)
             {
                 GetComponent<Renderer>().material.color = Color.red;
                 movement.enabled = false;
                 FindObjectOfType<GameManager>().EndGame();
             }
 
         }
 
         //! Jump on enemy
         if (collisionInfo.collider.tag == "Enemy" && movement.onGround == true && transform.position.y >= 2) //! CHANGED movement.onGround == true (instead of false).
         {
             Debug.Log("Enemy has taken damage");
             //collisionInfo.gameObject.GetComponent<Enemy>().Hit(10);
             enemyStats.Hit(damageEnemyBy);
             if(enemyStats.getHealth() == 0)
             {
                 //if (gameObject != null)
                     Destroy(collisionInfo.gameObject);
             }
             //Destroy(collisionInfo.gameObject);
         }
 
 
 
         //! Enemy attack you - d
         else if (collisionInfo.collider.tag == "Enemy") //(collisionInfo.collider.tag == "Enemy" && Input.GetKey("d"))
         {
 
             if (transform.position.x < enemyController.returnEnemyX())
             {
                 //H2.setHealth(H2.getHealth() - 1);
                 Debug.Log("The enemy hit you");
                 H2.setHealth(H2.getHealth() - 1);
                 StartCoroutine(Flasher());
                 rb.AddForce(-500 * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
             }
             if (transform.position.x > enemyController.returnEnemyX())
             {
                 Debug.Log("The enemy hit you");
                 H2.setHealth(H2.getHealth() - 1);
                 StartCoroutine(Flasher());
                 rb.AddForce(500 * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
             }
 
             if (H2.getHealth() <= 0)
             {
                 GetComponent<Renderer>().material.color = Color.red;
                 movement.enabled = false;
                 FindObjectOfType<GameManager>().EndGame();
             }
         }
 
         //else if (collisionInfo.collider.tag == "Enemy")
         //{
 
         //}
 
         //! Collect gem
 
         if(collisionInfo.collider.tag == "Gem")
         {
             Debug.Log("You got a gem!");
             Destroy(collisionInfo.gameObject);
             //H2.setHealth(H2.getHealth() + 1);
             gems.setGems(gems.getGems() + 1);
             Debug.Log(gems.getGems());
         }
     }
 
     IEnumerator Flasher()
     {
         //GetComponent<Renderer>().material.color = Color.red;
         //yield return new WaitForSeconds(.5f);
         //GetComponent<Renderer>().material.color = Color.black;
         if (H2.health >= 1)
         {
             for (int i = 0; i < 1; i++)
             {
                 GetComponent<Renderer>().material.color = Color.red;
                 yield return new WaitForSeconds(.1f);
                 GetComponent<Renderer>().material.color = Color.black;
                 yield return new WaitForSeconds(.1f);
 
                 
             }
         }
     }
 
 }

PlayerManger Class

 public class PlayerManager : MonoBehaviour {
 
     #region Singleton
 
     public static PlayerManager instance;
 
     private void Awake()
     {
         instance = this;
     }
 
     #endregion
 
     public GameObject player;
 }


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Answer by sportifsisman · Nov 12, 2020 at 08:56 PM

did you fix it ıgot same error

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