Health Bar

Okay I’ve been stuck on this for hours now, my health in my game works perfectly after 10 shots it dies but for some reason the health bar isnt connecting to the health.

Health Bar Script:

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

public class HealthBar : MonoBehaviour
{

    public Slider slider;
    public Gradient gradient;
    public Image fill;

    public void SetMaxHealth(int currenthealth)
    {
        slider.maxValue = currenthealth;
        slider.value = currenthealth;

        fill.color = gradient.Evaluate(1f);
    }

    public void SetHealth(int currenthealth)
    {
        slider.value = currenthealth;

        fill.color = gradient.Evaluate(slider.normalizedValue);
    }

}

Enemy Script

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

public class EnemyComputer : MonoBehaviour
{
    public int maxHealth = 100;
    public int currenthealth;

    public HealthBar healthBar;

    void Start()
    {
        currenthealth = maxHealth;
        healthBar.SetMaxHealth(maxHealth);
    }

    public void TakeDamage(int damage)
    {
        currenthealth -= damage;

        if (currenthealth <= 0)
        {
            Die();
        }

        healthBar.SetHealth(currenthealth);
    }

    void Die()
    {
        Destroy(gameObject);
        SceneManager.LoadScene("Main Menu");
    }

}

And the bullet script if needed

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

public class BulletScriptComputer : MonoBehaviour
{
    public float speed = 20f;
    public int damageComputer = 40;
    public Rigidbody2D rb;
    public AudioSource shootHit;
    public AudioClip shootHit1;

    // Use this for initialization
    void Start()
    {
        rb.velocity = transform.right * -1 * speed;
    }


    void OnCollisionEnter2D(Collision2D hitInfo)
    {
        shootHit.PlayOneShot(shootHit1);
        EnemyComputer enemyComputer = hitInfo.gameObject.GetComponent<EnemyComputer>();
        if (enemyComputer != null)
        {
            enemyComputer.TakeDamage(damageComputer);
        }

        Destroy(gameObject);
    }
}

Staring at code isn’t going to be helpful, since obviously you say it works until it doesn’t work. :slight_smile:

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

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.

You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

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.

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:

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