How to make enemy attack you on contact?

I am making a fps and I have small robots that “bite” you. this is their code.

using UnityEngine; using UnityEngine.AI;


[RequireComponent(typeof(NavMeshAgent))] [RequireComponent(typeof(Rigidbody))]

public class SC_NPCEnemy : MonoBehaviour, IEntity { public float attackDistance = 3f; public float movementSpeed = 4f; public float npcHP = 30; //How much damage will npc deal to the player public float npcDamage = 5; public float attackRate = 0.5f; public Transform firePoint; public GameObject npcDeadPrefab;

 [HideInInspector]
 public Transform playerTransform;
 [HideInInspector]
 public SC_EnemySpawner es;
 NavMeshAgent agent;
 float nextAttackTime = 0;
 Rigidbody r;
 // Start is called before the first frame update
 void Start()
 {
     agent = GetComponent<NavMeshAgent>();
     agent.stoppingDistance = attackDistance;
     agent.speed = movementSpeed;
     r = GetComponent<Rigidbody>();
     r.useGravity = false;
     r.isKinematic = true;
 }
 // Update is called once per frame
 void Update()
 {
     if (agent.remainingDistance - attackDistance < 0.01f)
     {
         if (Time.time > nextAttackTime)
         {
             nextAttackTime = Time.time + attackRate;
             //Attack
             RaycastHit hit;
             if (Physics.Raycast(firePoint.position, firePoint.forward, out hit, attackDistance))
             {
                 if (hit.transform.CompareTag("Player"))
                 {
                     Debug.DrawLine(firePoint.position, firePoint.position + firePoint.forward * attackDistance, Color.cyan);
                     IEntity player = hit.transform.GetComponent<IEntity>();
                     player.ApplyDamage(npcDamage);
                 }
             }
         }
     }
     //Move towardst he player
     agent.destination = playerTransform.position;
     //Always look at player
     transform.LookAt(new Vector3(playerTransform.transform.position.x, transform.position.y, playerTransform.position.z));
     //Gradually reduce rigidbody velocity if the force was applied by the bullet
     r.velocity *= 0.99f;
 }
 public void ApplyDamage(float points)
 {
     npcHP -= points;
     if (npcHP <= 0)
     {
         //Destroy the NPC
         GameObject npcDead = Instantiate(npcDeadPrefab, transform.position, transform.rotation);
         //Slightly bounce the npc dead prefab up
         npcDead.GetComponent<Rigidbody>().velocity = (-(playerTransform.position - transform.position).normalized * 8) + new Vector3(0, 5, 0);
         Destroy(npcDead, 10);
         es.EnemyEliminated(this);
         Destroy(gameObject);
     }
 }
}

this is the player health

using UnityEngine;

public class SC_DamageReceiver : MonoBehaviour, IEntity { //This script will keep track of player HP public float playerHP = 100; public SC_CharacterController playerController; public SC_WeaponManager weaponManager;

 public void ApplyDamage(float points)
 {
     playerHP -= points;
     if (playerHP <= 0)
     {
         //Player is dead
         playerController.canMove = false;
         playerHP = 0;
     }
 }
} 

Thanks in advance! :slight_smile:

Please place code in the code block, like this:

void Start()
{
    //...
}

Also, to answer your question, you first need to detect a collision, then reduce the health when a collision event is called.


Collision events are called in the void OnCollisionEnter(Collision collider) method, where the parameter, collider is your collision information. E.g. What you hit, and its properties.

To detect a collision and reduce health, your script should look something like…

public class Player : MonoBehaviour
{
    public int health = 100;

    void OnCollisionEnter(Collision collisionInfo)
    {
        if (collisionInfo.gameObject.CompareTag("enemy"))
        {
            health -= 10;
        }
    }

}

Remember that a collision only occurs if the object has a rigidbody and a collider, and it hits another object with a collider too. You can use triggers instead of colliders as well by using the void OnTriggerEnter() method. @Sansgamer120