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This question was closed Jan 21 at 09:57 PM by duducarry for the following reason:

The question is answered, right answer was accepted

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1
Question by duducarry · Jan 21 at 08:36 PM · unity 2dmovement scriptcombat

Why wont my attack script get the data from my movement script (error)?

So yeah, when I play test it, I get error in the line of the mouse0 input. Any idea?

Attack Script:

 public float attackRate = 2f;
     float nextattackTime = 0f;
 
     public PlayerController PlayerController;
 
     void Update()
     {
         if (Time.time >= nextattackTime)
         {
             if (Input.GetKeyDown(KeyCode.Mouse0) && (PlayerController.isJumping == true))
             {
                 CritAttack();
                 nextattackTime = Time.time + 1f / attackRate;
             }
         }
     }

Movement script:

  void OnTriggerEnter2D(Collider2D collision)
     {
         if(collision.gameObject.tag == "Platform")
         {
             isJumping = false;
         }
     }
     void OnTriggerExit2D(Collider2D collision)
     {
         if (collision.gameObject.tag == "Platform")
         {
             isJumping = true;
         }
     }

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avatar image Captain_Pineapple · Jan 21 at 09:36 PM 0
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If you get an error then post the error. The error is the one that tells you what's wrong. I guess you have either something like ReferenceNotAssignedException or NullReferenceException. This will with a probability of 99.9% be because you did not assign a value to PlayerController.


As i read that please note: NEVER assign the name of a variable to be the same as the type it is. so PlayerController PlayerController is a NO NO. If you want to keep it close make it PlayerController playerController.

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Best Answer

Answer by privatecontractor · Jan 21 at 09:08 PM

Hi, @duducarry ,


At top you have:

public PlayerController PlayerController;

change for:

public PlayerController m_PlayerController;


then :

if (Input.GetKeyDown(KeyCode.Mouse0) && (PlayerController.isJumping == true))

Change for:

if (Input.GetKeyDown(KeyCode.Mouse0) && (m_PlayerControler.isJumping == true))


Also remeber about ataching component in inspector for it.

Hope will do.

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