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Question by spicycurrybreath · Aug 04, 2017 at 02:00 AM · c#2d

8 Item slots, same method used to load each one, 7th gets a Null Reference Exception when retrieving name

I'm currently working on the main interface for a 2D point and click adventure in the style of the SCUMM games. As stated above, I have 8 item slots that load themselves using a static function in my Inventory class called retrieveName(int placeInInventory) that returns a string from an array of Items corresponding to the int passed into the function call. Later, a similar function will return a Sprite of the item as well.

In the game view, when hovering over the item slots, they all display their name correctly, save for the seventh one, and this is when the null reference exception is thrown.

The Item Slots load themselves with this script

ItemStateChanger

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class ItemStateChanger : MonoBehaviour 
 {
     public int currentInventoryLoc;
 
     private int newWidth;
     private int newHeight;
 
     private string itemName;
     private SpriteRenderer itemPortrait;
 
     void Start()
     {
         itemPortrait = GetComponent<SpriteRenderer> ();
         itemName = InventoryHandler.retrieveName(currentInventoryLoc);
 
         //itemPortrait.sprite = InventoryHandler.retrievePortrait (currentInventoryLoc);
 
         if (itemPortrait != null) 
         {
             //itemPortrait.sprite = InventoryHandler.Items [currentInventoryLoc].itemPortrait;
         }    
     }
 
     void OnMouseEnter()
     {
         CursorTextHandler.cursorOnItem = true;
     
         if (CursorTextHandler.currentCursorState == 0) 
         {
             CursorTextHandler.changeState (6);
             CursorTextHandler.loadTargetObjectName (itemName);
         }
     }
 
     void OnMouseDown()
     {
         
     }
 
     void OnMouseExit()
     {
         CursorTextHandler.cursorOnItem = false;
         CursorTextHandler.loadTargetObjectName ("");
         CursorTextHandler.changeState (0);
     }
 }

and this is the script that contains the static function retrieveName()

InventoryHandler

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class InventoryHandler : MonoBehaviour 
 {
     public struct anItem
     {
         public string itemName;
         public Sprite itemPortrait;
     };
 
     public string[] itemNames;
     public Sprite[] itemPortraits;
 
     public static anItem[] Items;
 
     void Start()
     {
         Items = new anItem[16];
         loadItems ();
     }
 
     public void loadItems()
     {
         for (int counter = 0; counter <= 11; counter++) 
         {
             Items [counter].itemName = itemNames [counter];
             Items [counter].itemPortrait = itemPortraits [counter];
         }
     }
 
     public static string retrieveName(int placeInInventory)
     {
         return InventoryHandler.Items [placeInInventory].itemName;//"0000";
     }
 
     public static Sprite retrievePortrait (int inventoryPlace)
     {
         return InventoryHandler.Items [inventoryPlace].itemPortrait;
     }
 }

I've made certain that the value being passed into retrieveName() doesn't correspond to an empty element in Items[] and I've made sure the element it does reference is actually loaded (with "Pile of Pins") and it is.

At this point I'm assuming the problem is with the time that the 7th Item slot calls retrieveName, and I've tried loading Items[] in Awake(), as well as calling retrieveName in LateStart(), but neither worked and I'm damn well stumped.

Thanks in advance for any help.

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