I am on Character Stats > Enemy Health Display lecture in the RPG Combat Course.
I am getting NullReferenceException: Object reference not set to an instance of an object with displaying the Percentage text for the Enemy Health Value.
I double checked the code fro Enemy Health Display and Fighter.cs but cannot get why the Percentage is not happening.
If I remove health.GetPercentage() from
GetComponent().text = String.Format("{0:0}%", health.GetPercentage());
it works, but when I add it I get the Null Reference. Here is the complete code
Enemy Health Display
namespace RPG.Combat
public class EnemyHealthDisplay : MonoBehaviour
{
Fighter fighter;
private void Awake()
{
fighter = GameObject.FindWithTag("Player").GetComponent<Fighter>();
}
private void Update()
{
if (fighter.GetTarget() == null)
{
GetComponent<Text>().text = "N/A";
}
Health health = fighter.GetTarget();
GetComponent<Text>().text = String.Format("{0:0}%", health.GetPercentage());
}
}
Fighter
namespace RPG.Combat
public class Fighter : MonoBehaviour, IAction, ISaveable
{
[SerializeField] float timeBetweenAttacks = 1f;
[SerializeField] Transform rightHandTransform = null;
[SerializeField] Transform leftHandTransform = null;
[SerializeField] Weapon defaultWeapon = null;
Health target;
float timeSinceLastAttack = Mathf.Infinity;
Weapon currentWeapon = null;
private void Start()
{
if (currentWeapon == null)
{
EquipWeapon(defaultWeapon);
}
}
private void Update()
{
timeSinceLastAttack += Time.deltaTime;
if (target == null) return;
if (target.IsDead()) return;
if (!GetIsInRange())
{
GetComponent<Mover>().MoveTo(target.transform.position, 1f);
}
else
{
GetComponent<Mover>().Cancel();
AttackBehaviour();
}
}
public void EquipWeapon(Weapon weapon)
{
currentWeapon = weapon;
Animator animator = GetComponent<Animator>();
weapon.Spawn(rightHandTransform, leftHandTransform, animator);
}
public Health GetTarget()
{
return target;
}
private void AttackBehaviour()
{
transform.LookAt(target.transform);
if (timeSinceLastAttack > timeBetweenAttacks)
{
// This will trigger the Hit() event.
TriggerAttack();
timeSinceLastAttack = 0;
}
}
private void TriggerAttack()
{
GetComponent<Animator>().ResetTrigger("stopAttack");
GetComponent<Animator>().SetTrigger("attack");
}
// Animation Event
void Hit()
{
if(target == null) { return; }
if (currentWeapon.HasProjectile())
{
currentWeapon.LaunchProjectile(rightHandTransform, leftHandTransform, target);
}
else
{
target.TakeDamage(currentWeapon.GetDamage());
}
}
void Shoot()
{
Hit();
}
private bool GetIsInRange()
{
return Vector3.Distance(transform.position, target.transform.position) < currentWeapon.GetRange();
}
public bool CanAttack(GameObject combatTarget)
{
if (combatTarget == null) { return false; }
Health targetToTest = combatTarget.GetComponent<Health>();
return targetToTest != null && !targetToTest.IsDead();
}
public void Attack(GameObject combatTarget)
{
GetComponent<ActionScheduler>().StartAction(this);
target = combatTarget.GetComponent<Health>();
}
public void Cancel()
{
StopAttack();
target = null;
GetComponent<Mover>().Cancel();
}
private void StopAttack()
{
GetComponent<Animator>().ResetTrigger("attack");
GetComponent<Animator>().SetTrigger("stopAttack");
}
public object CaptureState()
{
return currentWeapon.name;
}
public void RestoreState(object state)
{
string weaponName = (string)state;
Weapon weapon = UnityEngine.Resources.Load<Weapon>(weaponName);
EquipWeapon(weapon);
}
}
}
some help is needed.