EDIT
My question is different (I think..) because the last image allows me to set a GameObject to the Communication Message and Communication Message. BUT, on play, it immediately resets to None (Text) and None (Button). I don't know why this happens or how to solve this!
I am aware this question is widely covered but still I cannot solve this. I hope someone has a solution for me.
What I have
I am working with Behavior Designer, an asset for Unity. I'm making Behavior Trees and the problem occurred when using a behavior tree reference.
First, I had my Behavior Tree like this:
It searches the front door. If it is found, it will move towards it and communicate with the human playing the game.
This worked before, but now I put this behavior tree in a Behavior Tree Reference, like this:
When I double click the reference, the first image shows. BUT, where it goes wrong, is this:
Problem
This is the human instructions node in the first picture. It doesn't load the communication message and communication button. When I load the corresponding button, it immediately resets on playing the scenario. This happened when I loaded this behavior in the Behavior Tree Reference, and the problem didn't occur when I played this from the original tree self.
NullReferenceException: Object reference not set to an instance of an object
HumanInstructions.CommunicationElements (Boolean activeOrNot) (at Assets/HumanInstructions.cs:54)
HumanInstructions.OnAwake () (at Assets/HumanInstructions.cs:19)
BehaviorDesigner.Runtime.BehaviorManager.EnableBehavior (BehaviorDesigner.Runtime.Behavior behavior)
BehaviorDesigner.Runtime.Behavior.EnableBehavior ()
BehaviorDesigner.Runtime.Behavior.Start ()
Any ideas what could cause this and how to solve this?
The code from HumanInstructions
using UnityEngine;
using UnityEngine.UI;
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
using UnityStandardAssets.Characters.FirstPerson;
public class HumanInstructions : Action
{
public string humanInstructionsText; // The string in inspector that shows up on-screen for the human operator to communicate with UGV.
public string messageToConsole; // Print this message to console when the action is performed SUCCESSFUL.
public string textOnButton; // See inspector in Behavior Designer. Is used as text on button.
public Text CommunicationMessage;
public Button CommunicationButton;
bool boolClicked; // Is false; when the button is clicked, it will turn TRUE, calling the IF function, returning Taskstatus SUCCESS.
public override void OnAwake ()
{
CommunicationElements (false);
}
public override void OnStart ()
{
boolClicked = false;
CommunicationElements (false);
CommunicationButton.onClick.AddListener (ButtonClicked);
}
public override TaskStatus OnUpdate ()
{
CommunicationMessage.text = humanInstructionsText;
CommunicationButton.GetComponentInChildren<Text> ().text = textOnButton;
CommunicationElements (true); // The communication elements are VISIBLE on screen.
TriggerStatusCameraView (false);
if (boolClicked == true) { // this IF function is active when the button is clicked. See ButtonClicked () function.
CommunicationElements (false); // Removes the communication elements from screen.
TriggerStatusCameraView (true);
return TaskStatus.Success;
} else {
return TaskStatus.Running;
}
}
// The following function is called when the CommunicationButton is clicked on screen.
void ButtonClicked ()
{
boolClicked = true; // Changes the value to true, so it will trigger the IF function in OnUpdate ();
Debug.Log (messageToConsole); // Sends this message to the console.
}
// The following function can be called upon and turn all UI elements (such as text, buttons or images) ACTIVE or not.
void CommunicationElements (bool activeOrNot)
{
CommunicationButton.gameObject.SetActive (activeOrNot);
CommunicationMessage.gameObject.SetActive (activeOrNot);
}
// The following code will DISABLE camera control if the communication screen is active for the human operator
void TriggerStatusCameraView(bool activeOrNot)
{
GameObject.Find ("FPSController").GetComponent<RigidbodyFirstPersonController_custom> ().enabled = activeOrNot;
}
}
The solution was simple. Thanks for looking into this.
Text CommunicationMessage = GameObject.Find("CrazyMsg").GetComponent<Text>();
Button CommunicationButton = GameObject.Find("MissionButton").GetComponent<Button>();