Chance to Critical

Good night guys, so I’m wanting to make it have a chance for the Player to crit the Enemy, so I made this code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Munição : MonoBehaviour
{
    [SerializeField] float Speed;
   
    public int Dano = 1;

    public ParticleSystem Explosao_Tiro1;

    [SerializeField] public float chanceDeCritico = 1.0f;

    void Start()
    {
        if(Random.value <= chanceDeCritico)
        {
            Dano *= 2;
            print("Critical");
            print(Dano);
        }
    }
   
    void Update()
    {
        transform.Translate(Vector3.up * Time.deltaTime * Speed);
    }

    void OnCollisionEnter2D(Collision2D collision)
    {
        if(collision.gameObject.CompareTag("Inimigo"))
        {
            Destroy(gameObject);
            Instantiate(Explosao_Tiro1, transform.position, Quaternion.identity);
        }

        if(collision.gameObject.CompareTag("Parede"))
        {
            Destroy(gameObject);
            Instantiate(Explosao_Tiro1, transform.position, Quaternion.identity);
        }

        if(collision.gameObject.CompareTag("MuniçaoInimigo"))
        {
            Destroy(gameObject);
            Instantiate(Explosao_Tiro1, transform.position, Quaternion.identity);
        }
    }
}

When I went to test it, the print was saying that the Player’s Ammo Damage was doing 2 damage, but the Enemy was only receiving 1 damage, I don’t know what else to do ;-;

I don’t know if it helps but here is the Enemy Code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Inimigo : MonoBehaviour
{  
    public bool Vivo = true;
    public int VidaInimigo;

    public SpriteRenderer SpriteInimigo;

    public GameObject Player;

    public bool liberaPer = false;

    public float vel;

    public ParticleSystem ExplosaoInimigo;
    public GameObject coin;

    private Munição Dano;
    public GameObject Munição;

    public int DanoInimigo;

    private Transform target;

    public float fieldofImpact;
    public float force;
    public LayerMask LayerToHit;

    public float DropCoin;
    public float minValue;
    public float maxValue;
   
    void Start()
    {
        Dano = Munição.GetComponent<Munição>();
        SpriteInimigo = GetComponent<SpriteRenderer>();

        target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
    }

    void Update()
    {
        if(liberaPer == true && target != null)
        {
            transform.position = Vector2.MoveTowards(transform.position, target.transform.position, vel * Time.deltaTime);
        }

    }

    void OnCollisionEnter2D(Collision2D collision)
    {
        if(collision.gameObject.CompareTag("Muniçao"))
        {
            StartCoroutine("ColorDano");

            if(VidaInimigo > 0)
            {
                VidaInimigo -= Dano.Dano;
            }

            if(VidaInimigo <= 0)
            {  
                explode();
                var cloneExplosao = Instantiate(ExplosaoInimigo, transform.position, Quaternion.identity);
                ChamarDropCoin();
                Destroy(this.gameObject);
            }
        }
    }

    void OnTriggerEnter2D(Collider2D collider)
    {
        if(collider.gameObject.CompareTag("Player"))
        {
            liberaPer = true;
        }
    }

    void explode()
    {
        Collider2D[] objects = Physics2D.OverlapCircleAll(transform.position, fieldofImpact, LayerToHit);
       
        foreach (Collider2D obj in objects)
        {
           Vector2 direction = obj.transform.position - transform.position;

           obj.GetComponent<Rigidbody2D>().AddForce(direction * force);
        }
    }

    void OnDrawGizmosSelected()
    {
        Gizmos.color = Color.red;
        Gizmos.DrawWireSphere(transform.position, fieldofImpact);
    }

    void ChamarDropCoin()
    {
        float randDroop = Random.Range (minValue, maxValue);
 
        if (randDroop <= DropCoin)
        {
            var cloneCoins = Instantiate(coin, transform.position, Quaternion.identity);
        }
    }

    IEnumerator ColorDano()
    {
        SpriteInimigo.color = new Color(0.8773585f, 0.2193396f, 0.3094792f, 1f);
        yield return new WaitForSeconds(0.2f);
        SpriteInimigo.color = new Color(0.6226415f, 0.04992881f, 0.1299853f, 1f);
    }
}

If anyone can help me I would be very grateful.

Then keep adding prints until you find what’s going on! Staring at code only gets you so far.

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3