this is my enemy health script
int maxEnemyHealth = 100;
public float currentEnemyHealth;
internal bool gotDamage;
GiveDamageToEnemy giveDamege;
// Use this for initialization
void Start () {
giveDamege = GetComponent<GiveDamageToEnemy>();
currentEnemyHealth = maxEnemyHealth;
}
// Update is called once per frame
void Update () {
if (gotDamage)
{
currentEnemyHealth -= giveDamege.damage;
gotDamage = false;
}
if(currentEnemyHealth <= 0)
{
Debug.Log("Ouch");
}
and this is my giveDamageToEnemy script
public float damage;
EnemyHealth enemyHealth;
void Start()
{
enemyHealth = GetComponent < EnemyHealth > ();
}
void OnTriggerEnter(Collider2D other)
{
if (other.tag == "PlayerItem")
{
enemyHealth.gotDamage = true;
}
}
}
when I save these scripts and return to unity I see ‘‘ouch’’ notification but when I press play and hit the enemy I can’t see any notification and the enemy’s not losing any hp. Can anyone help me with this?
@erdmkoc
I think you should set up your scripts a bit differently because it is cleaner that way. I do not mean to discourage you but here is a setup that should work:
Health Script For Any Object This Is Attached This To:
//The max health of the creature
//you are adding the script to.
public float maxHealth = 100;
//The health the creature currently has.
private float currentHealth;
void Start () {
//On start set it's health to full health.
currentHealth = maxHealth;
}
void TakeHealth(float DamageAmount)
{
//If you want this to add health then
//set the damage value as a negative number.
currentHealth -= DamageAmount;
}
Here is the script you would use to damage your Object:
(Insert Name Of Health Script Here) enemyHealth;
public float DamageAmount;
void Start()
{
enemyHealth = GetComponent <(Insert Name Of Health Script Here)> ();
}
void OnTriggerEnter(Collider2D other)
{
if (other.tag == "PlayerItem")
{
enemyHealth.TakeDamage(DamageAmount);
}
}
Feel free to comment if there is any problems with the scripts.
In your enemy health script you are using the line:
currentEnemyHealth -= giveDamege.damage;
That means that you reduce the current health with damage.
This damage is a float or integer in your giveDamageToEnemy script as you declared giveDamege like that:
giveDamege = GetComponent<GiveDamageToEnemy>();
The scripts should work if you add this float or integer damage in your giveDamageToEnemy script and set it to a value >0. This value is the damage the enemy is going to take per hit.
Hope that helped.