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This question was closed Jan 03, 2016 at 01:11 PM by Nazguld for the following reason:

The question is answered, right answer was accepted

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Question by Nazguld · Jan 01, 2016 at 05:48 PM · c#scripting problemarrayaudiosound

Soundarray for player is not working properly

Hey,

I have trouble with the sounds of my character controller/player. If the door is tagged as "KeyDoor" and I have not the right key in my inventory, the AudioSource of the player should play a locked_door sound. It works, if I put the Playersounds script on the door but I need the script on the player. It says NullReferenceException.

this is my Interact Script

 using UnityEngine;
 using System.Collections;
 
 public class InteractScript : MonoBehaviour {
 
     public float interactDistance = 5f;
 
 
     void Update () 
     {
         if(Input.GetKeyDown(KeyCode.E))
         {
             RaycastHit hit;
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if (Physics.Raycast(ray, out hit, interactDistance))
             {
                 if(hit.collider.CompareTag("Door"))
                 {
                     hit.collider.transform.GetComponent<DoorScript_Dome>().ChangeDoorState();
                 }
 
                 else if (hit.collider.CompareTag("BLOCK_C"))
                 {
                     hit.collider.transform.parent.GetComponent<ElevatorScript>().ChangeElevatorPosition();
                 }
 
                 else if (hit.collider.CompareTag("Schublade"))
                 {
                     hit.collider.transform.GetComponent<DoorScript_Dome>().Schublade();
                 }
 
                 else if (hit.collider.CompareTag("Key"))
                 {
                     Inventory.keys[hit.collider.GetComponent<Key>().index] = true;
                     Destroy(hit.collider.gameObject);
                 }
 
                 else if (hit.collider.CompareTag("KeyDoor"))
                 {
                     DoorScriptKey doorScriptKey = hit.collider.transform.GetComponent<DoorScriptKey>();
                     Playersounds_audio Playersounds = hit.collider.transform.GetComponent<Playersounds_audio>();
                     if (doorScriptKey == null) return;
 
                     if (Inventory.keys[doorScriptKey.index] == true)
                     {
                         doorScriptKey.ChangeDoorState();
                     }
                     else
                     {
                         Playersounds.doorLockedAudio();
                     }
                 }
 
             }
             
         }
     }
 }



this is the Playersound script

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(AudioSource))]
 public class Playersounds_audio : MonoBehaviour
 {
     public AudioSource audio;
     public AudioClip[] sounds;
 
 
     void Start()
     {
     }
 
     public void doorLockedAudio()
     {
         audio.PlayOneShot (sounds[Random.Range(0, sounds.Length)]);
     }
 }
 

I hope you can help me with this :P

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Best Answer

Answer by Nazguld · Jan 02, 2016 at 12:46 PM

Fixed it by changing this : Playersounds_audio Playersounds = hit.collider.transform.GetComponent<Playersounds_audio>();

to this: Playersounds_audio Playersounds = transform.GetComponent<Playersounds_audio>();

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