Damage to Health

I have to scripts. One is The player’s Health and the other one is Enemy script for the enemy. So basicly the enemy follows the player and collides, then the health has to be subtracted.


Health :

var h00 : Texture2D;
var h10 : Texture2D;
var h20 : Texture2D;
var h30 : Texture2D;
var h40 : Texture2D;
var h50 : Texture2D;
var h60 : Texture2D;
var h70 : Texture2D;
var h80 : Texture2D;
var h90 : Texture2D;
var h100 : Texture2D;

static var HEALTH = 100;

function Update()
{
	var g_Health = gameObject.Find("g_Health");
	
	if(HEALTH > 90)
	{
		g_Health.guiTexture.texture = h100;
		return;
	}
	else if (HEALTH > 80)
	{
		g_Health.guiTexture.texture = h90;
		return;		
	}
	else if (HEALTH > 70)
	{
		g_Health.guiTexture.texture = h80;
		return;		
	}
	else if (HEALTH > 60)
	{
		g_Health.guiTexture.texture = h70;
		return;		
	}
	else if (HEALTH > 50)
	{
		g_Health.guiTexture.texture = h60;
		return;		
	}
	else if (HEALTH > 40)
	{
		g_Health.guiTexture.texture = h50;
		return;		
	}
	else if (HEALTH > 30)
	{
		g_Health.guiTexture.texture = h40;
		return;		
	}
	else if (HEALTH > 20)
	{
		g_Health.guiTexture.texture = h30;
		return;		
	}
	else if (HEALTH > 10)
	{
		g_Health.guiTexture.texture = h20;
		return;		
	}
	else if (HEALTH > 5)
	{
		g_Health.guiTexture.texture = h10;
		return;		
	}
	else if (HEALTH <= 0)
	{
		g_Health.guiTexture.texture = h00;
		Application.LoadLevel(1);
		return;		
	}
}

Enemy :

var distance;
    var target : Transform;    
    var lookAtDistance = 15.0;
    var attackRange = 10.0;
    var moveSpeed = 5.0;
    var damping = 6.0;
    
    private var isItAttacking = false;

    function Update () 
    {
    distance = Vector3.Distance(target.position, transform.position);

    if(distance < lookAtDistance)
    {
    isItAttacking = false;
    renderer.material.color = Color.yellow;
    lookAt ();
    }   
    if(distance > lookAtDistance)
    {
    renderer.material.color = Color.green; 
    }
    if(distance < attackRange)
    {
    attack ();
    }
    if(isItAttacking)
    {
    renderer.material.color = Color.red;
    }
}

function lookAt ()
{
var rotation = Quaternion.LookRotation(target.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
}

function attack ()
{
    isItAttacking = true;
    renderer.material.color = Color.red;
    transform.Translate(Vector3.forward * moveSpeed *Time.deltaTime);
}

Anyone please help me with this, I want the enemy to subtract health from the player when the enemy collides with him.

  • Felipe

You HEALTH variable is static. You should read about static variables as starters sometimes think static means accessible outside which is 1/2 true and 1/2 false.

In the enemy script add a function:

function OnCollisionEnter(hit:Collision){
     if(hit.gameObject.name=="Player"){
     Player.HEALTH -= 10;}  //Here the base is scriptname.variablename
}

Now let’s say you want to use SendMessage:
in your player script:

function DecreaseHealth () {
 HEALTH -= 10;  //You are in the script so you don't need the scriptname first
}

in your enemy script:

function OnCollisionEnter(col : Collision) {

     if(col.gameObject.name == "Player"){
      gameObject.Find("Player").SendMessage("DecreaseHealth");
     }}

What is does basically is like sending a message with a name on it (DecreaseHealth) and only the appropriate receiver is going to look at it.

Now to finish, as I already advised you, have a look at switch statement to make your script more efficient.
if statements run one case after the other and continues if wrong.A switch does not rely on previous cases, the program can re-organize to get the fastest execution.

Look at using a combination of OnCollisionEnter and SendMessage to achieve what you need.