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[Part 4] NullReferenceException: OnTriggerEnter2D

Home Forums Video Game Tutorial Series Creating a Rogue-like Shoot-em Up in Unity [Part 4] NullReferenceException: OnTriggerEnter2D

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  • #15517
    isaac795
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    When my weapon hit the enemy it showed this error.
    I tried using Debug.Log(“Enemy health:” + enemyData.Maxhealth) at EnemyController script and yes it shows the enemy health
    next I’m using Debug.Log(“Enemy take damage: ” + currentDamage) and at ProjectileWeaponBehavior script and it shows enemy take the damage. But I tried to Debug.Log(“Enemy: ” + enemy) but it showed nothing. What do I miss 🤔🤣

    #15518
    isaac795
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    protected virtual void OnTriggerEnter2D(Collider2D col)     //col = collider
        {
            
            if (col.CompareTag("Enemy"))
            {
                EnemyStats enemy = col.GetComponent<EnemyStats>();
                Debug.Log("Enemy: " + enemy);
                enemy.TakeDamage(currentDamage);   <== Error Here 
                Debug.Log("Enemy take damage: " + currentDamage);
            }
        }
    #15519
    isaac795
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    I already set a tag as “Enemy”
    https://imgur.com/a/6Rc8RMA

    #15520
    isaac795
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    Here’s TakeDamage function

    
    void Awake()
        {
           currentHealth = enemyData.Maxhealth;
        }
    public void TakeDamage(float dmg)
        {
           
            currentHealth -= dmg;
            if (currentHealth <= 0)
            {
                Dead();          <== Destroy game object
            }
        }
    #15534
    Terence
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    isaac, the error is caused by this line:

    EnemyStats enemy = col.GetComponent<EnemyStats>();

    If the line fails to find an EnemyStats component, then the enemy variable will be empty. This is why enemy.TakeDamage() has an error, because it evaluates to null.TakeDamage().

    Check that the enemy prefabs in your game all have an EnemyStats component.

    #15542
    isaac795
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    You correct bro. ty

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