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Question by crashbandit · Dec 05, 2013 at 07:19 PM · guiraycastinventory

Getting loot from enemies?

I'm trying to use RayCastHit to loot enemies.The problem is, I can't figure out how to stop the raycast from hitting objects after the enemy has already been selected. For example, you look at the enemy, press "E" to open it's inventory (which works fine), but when you move your mouse while the inventory is open you get a NullReferenceException because the raycast is hitting a wall instead of an enemy.

Here's my code:

 function OnGUI()
 {
     var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
     var hit : RaycastHit;
     var enemy : GameObject;
     if (Physics.Raycast (ray, hit, 100))
     {
         if(hit.collider.tag == "Enemy" && !hit.collider.gameObject.GetComponent(enemyScript).alive)
         {
             GUI.Label(Rect(Screen.width / 2, Screen.height / 2,40,40),"[E] Loot");
             if(Input.GetKey(KeyCode.E))
             {
                 lootable = true;            
             }
         }
     }
     if(lootable)
     {
         
         GUI.BeginGroup(Rect(Screen.width / 2 -100 , Screen.height / 2 -200, 200,200));
         GUI.Box(Rect(0,0,200,200), "");
         GUI.Label(Rect(10, 5, 150, 40), "Enemy");
         GUI.Button(Rect(10, 15, 150, 40), enemy.gameObject.GetComponent(enemyScript).lootItem1.name);
         GUI.Button(Rect(10, 25, 150, 40), enemy.gameObject.GetComponent(enemyScript).lootItem2.name);
         GUI.EndGroup();
         if(Input.GetKey(KeyCode.Escape))    
         {
             lootable = false;
         }
     }   
 }

Can anyone fix this?

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avatar image robertbu · Dec 05, 2013 at 07:20 PM 0
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Not sure, but I think you can just insert at between lines 16 and 17:

 else {
     lootable = false;
 }

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Answer by crashbandit · Dec 05, 2013 at 08:37 PM

I figured it out! If you move "enemy" outside the OnGUI() function and make it public, there aren't any problems.

 var enemy : GameObject
 function OnGUI()
 {
     //all that code
 }
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