I have a damage receiver script and in it, I wrote a script to regenerate health:
#pragma strict
var hitPoints = 100.0;
var regen = 10;
var detonationDelay = 0.0;
var explosion : GameObject;
var deadReplacement : Rigidbody;
function Update() {
if(hitPoints <= 100) {
hitPoints += regen * Time.deltaTime;
}
}
The function update of course being the regeneration part. Well it’s not working. Here’s the whole script:
#pragma strict
var hitPoints = 100.0;
var regen = 10;
var detonationDelay = 0.0;
var explosion : GameObject;
var deadReplacement : Rigidbody;
function Update() {
if(hitPoints <= 100) {
hitPoints += regen * Time.deltaTime;
}
}
function ApplyDamage (damage : float) {
hitPoints -= damage;
if (hitPoints <= 0.0) {
var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
if (emitter)
emitter.emit = true;
Invoke("DelayedDetonate", detonationDelay);
}
}
function DelayedDetonate () { BroadcastMessage ("Detonate"); }
function Detonate () {
if (explosion)
Instantiate (explosion, transform.position, transform.rotation);
if (deadReplacement) {
var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);
dead.rigidbody.velocity = rigidbody.velocity;
dead.angularVelocity = rigidbody.angularVelocity;
}
var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
if (emitter) {
emitter.emit = false;
emitter.transform.parent = null;
}
Destroy (gameObject);
}
I’m not sure why it’s not working. The regen should be adding to it every second by ten, but, nothing is happening. Why is this?