I'm working on an improvement of the "Space Shooter project" i have multiple tiers of playerships, enemyships and asteroids and instead of blowing up both objects on collision, i want the larger playerships to survive collisions with smaller objects. I've been trying to achieve this by adding a CollisionController script on all enemy objects with a public float called Damage, i then try to access it from my playercontroller but i'm getting a nullreference error. I assumed it was because the enemy object was destroyed before the playercontroller could access the script but i've made sure the object isn't destroyed at all and i still get the error.
Below are the neccesary snippets of code:
On the player:
void OnTriggerEnter (Collider other)
{
if (other.tag == "Enemy")
{
CollisionController collisionController = other.gameObject.GetComponent<CollisionController>();
Damager (collisionController.Damage);
//I get the Nullreference error on the line above -^;
}
On the enemy:
public class CollisionController : MonoBehaviour {
public float Damage;
}