Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
1
Question by Properpeanut · Mar 14, 2017 at 10:07 AM · raycastif-statementsenum

Null Reference with ifstatements accessing enum types.

Hello everyone.

So I have this problem with my interaction script. Here's my code:

 if(whatIHit.collider.tag == "Interactable")
             {
                 if (Input.GetKeyDown (KeyCode.E))
                 {
                     if (whatIHit.collider.gameObject.GetComponent<MeleeWeapons>().whatItemAmI == MeleeWeapons.meleeweapon.Iron_Sword)
                     {
                         Destroy(whatIHit.collider.gameObject);
                         Debug.Log("You just picked up a " + whatIHit.collider.gameObject.name);
                     }
                     else if (whatIHit.collider.gameObject.GetComponent<MeleeWeapons>().whatItemAmI == MeleeWeapons.meleeweapon.Wood_Sword)
                     {
                         Destroy(whatIHit.collider.gameObject);
                         Debug.Log("You just picked up a " + whatIHit.collider.gameObject.name);
                     }
                     else if (whatIHit.collider.gameObject.GetComponent<MeleeWeapons>().whatItemAmI == MeleeWeapons.meleeweapon.Mace)
                     {
                         Destroy(whatIHit.collider.gameObject);
                         Debug.Log("You just picked up a " + whatIHit.collider.gameObject.name);
                     }
                     else if (whatIHit.collider.gameObject.GetComponent<Potions>().whatItemAmI == Potions.potions.LargeHealth)
                     {
                         Destroy(whatIHit.collider.gameObject);
                         Debug.Log("You just picked up a " + whatIHit.collider.gameObject.name);
                     }
                     else if (whatIHit.collider.gameObject.GetComponent<Potions>().whatItemAmI == Potions.potions.MediumMana)
                     {
                         Destroy(whatIHit.collider.gameObject);
                         Debug.Log("You just picked up a " + whatIHit.collider.gameObject.name);
                     }
                     else if (whatIHit.collider.gameObject.GetComponent<Keys>().whatItemAmI == Keys.keys.chestKey)
                     {
                         Destroy(whatIHit.collider.gameObject);
                         Debug.Log("You just picked up a " + whatIHit.collider.gameObject.name);
                     }
                 }
             }

So this let's me pick up all the meleeweapons with no errors, but when i pick up a potion or the key, it throws me a null reference error to the first if statement. So the sword has a script on it called MeleeWeapons, the potions have one called Potions and the key has one called Keys. Each script has an Enum with different types of the item reffered to. Can I not check for different components in the same if statement?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Socapex · Mar 15, 2017 at 04:41 AM

GetComponent<MeleeWeapons>() will be null if there is no MeleeWeapons component on the object.

Check if it is null to choose:

 if (thingamajig.GetComponent<MeleeWeapon>() != null) {
     Debug.Log("got weapon, do other ifs.");
 } else if (thingamajig.GetComponent<Potion>() != null {
 /* Potion, etc */
 }

I would personally recommend you get the component once at the beginning, and then do your work. It'll make things clearer to read at minimum.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Properpeanut · Mar 15, 2017 at 07:01 PM

Thank you for the answer :)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

119 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

RaycastHit2D ground detection 1 Answer

how to use the new input system inside a raycast if statement 0 Answers

Raycast goes into if statement its not suppose to?! 0 Answers

[Solved] Error in this code? 2 Answers

Enumaration error CS1025: Single-line comment or end-of-line expected 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges