NodeCanvas Forums › Support › IOS Deserialization error custom event › Reply To: IOS Deserialization error custom event
Yes Thank you! It works. However, I have another problem:
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NullReferenceException: A null value was found where an object instance was required. at System.Reflection.EventInfo.CreateAddEventDelegate (System.Reflection.MethodInfo method) [0x00000] in <filename unknown>:0 at System.Reflection.EventInfo.AddEventHandler (System.Object target, System.Delegate handler) [0x00000] in <filename unknown>:0 at NodeCanvas.Tasks.Conditions.CheckCSharpEvent.OnInit () [0x00000] in <filename unknown>:0 at NodeCanvas.Framework.Task.Initialize (UnityEngine.Component newAgent, System.Type newType) [0x00000] in <filename unknown>:0 at NodeCanvas.Framework.Task.Set (UnityEngine.Component newAgent, IBlackboard newBB) [0x00000] in <filename unknown>:0 at NodeCanvas.Framework.ConditionTask.Enable (UnityEngine.Component agent, IBlackboard bb) [0x00000] in <filename unknown>:0 at NodeCanvas.StateMachines.FSMState.OnExecute (UnityEngine.Component agent, IBlackboard bb) [0x00000] in <filename unknown>:0 at NodeCanvas.Framework.Node.Execute (UnityEngine.Component agent, IBlackboard blackboard) [0x00000] in <filename unknown>:0 at NodeCanvas.StateMachines.FSM.EnterState (NodeCanvas.StateMachines.FSMState newState) [0x00000] in <filename unknown>:0 at NodeCanvas.StateMachines.FSMState.CheckTransitions () [0x00000] in <filename unknown>:0 at NodeCanvas.StateMachines.FSMState.Update () [0x00000] in <filename unknown>:0 at NodeCanvas.StateMachines.FSM.OnGraphUpdate () [0x00000] in <filename unknown>:0 at NodeCanvas.Framework.Graph.UpdateGraph () [0x00000] in <filename unknown>:0 at System.Action.Invoke () [0x00000] in <filename unknown>:0 at ParadoxNotion.Services.MonoManager.Update () [0x00000] in <filename unknown>:0 |
I checked the FSM and it’s not NULL
and here is the code it listens to:
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using UnityEngine; using System; using System.Collections; public class LevelLoader : MonoBehaviour { public LevelGenerator generator; private bool isLoaded = false; private bool isUnloaded = false; private GameObject _level; public event Action LoadFinished; public event Action UnloadFinished; public void Load () { if (isLoaded) { Debug.LogError ("Level already loaded, please unload first"); return; } generator.GetNewLayout ((obj) => { _level = obj; if (LoadFinished != null) { LoadFinished.Invoke (); } isLoaded = true; isUnloaded = false; }); } public void Unload () { if (isUnloaded) { Debug.LogError ("no Level is loaded, please load first"); } if (generator.RecycleLayout (_level)) { if (UnloadFinished != null) { UnloadFinished.Invoke (); } isLoaded = false; isUnloaded = true; } } } |