Script bugged, numbers not changing?

hey, i am having trouble getting a gain money system for my tower defense game to work. i have the scripts for the money transaction set up every time an enemy takes damage. no errors pop up with the code. i would be grateful if someone could help me out.

thanks

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

public class EnemyHealth : MonoBehaviour
{
    public float startHealth;
    public float currentHealth;
    public float collisionDamage;
    public GameObject player;
    public int Money = 1;
    // Start is called before the first frame update
    void Start()
    {
        currentHealth = startHealth;
    }

    void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.CompareTag("Base"))
        {
            // Get the Base.baseHealth component from the collided object
            BaseHealth baseHealth = collision.gameObject.GetComponent<BaseHealth>();

            if (baseHealth != null)
            {
                // Determine the amount of collision damage based on health
                if (baseHealth.currentHealth <= currentHealth)
                {
                    collisionDamage = baseHealth.currentHealth; 
                }
                else
                {
                    collisionDamage = currentHealth;
                }

                // Apply damage to both player character and base
                TakeDamage(collisionDamage);
               
               
                baseHealth.TakeDamage(collisionDamage);
            }
        }
    }

    // Update is called once per frame
    public void TakeDamage(float damage)
    {
        PlayerStats playerStats = player.gameObject.GetComponent<PlayerStats>();
        playerStats.GainMoney(Money);
        currentHealth -= damage;
        if(currentHealth <= 0)
        {
            Destroy(gameObject);
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStats : MonoBehaviour
{
    public int Money;//:)

    // Update is called once per frame
    public void GainMoney(int AddedMoney)
    {
        Money += AddedMoney;
    }
}

You’ve not really explained what is supposed to happen versus what is actually happening and what debugging you’ve done so far. I also don’t follow what the title means as a call to get a component doesn’t “communcate” anything.

If you can provide more information on the above including where it’s actually getting to in the code then it’d be easier to help. Without that, it’s just guesswork i.e. is it colliding, does it have the rightr tag, is it actually call the damage method, how you know the damage isn’t changing, are there multiple GameObject with this one etc.

That BaseHealth along with the Health scripts look odd. You describe it as “base.Basehealth” but that’s not the case. “base.XXX” is C# inheritence and nothing to do with components.

Sounds like you wrote a bug! Here’s how to track it down:

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

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
  • you’re getting an error or warning and you haven’t noticed it in the console window

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 names of the GameObjects or Components involved?
  • 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 supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

If your problem is with OnCollision-type functions, print the name of what is passed in!

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:

https://discussions.unity.com/t/839300/3

If you are looking for how to attach an actual debugger to Unity: https://docs.unity3d.com/2021.1/Documentation/Manual/ManagedCodeDebugging.html

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

Once you learn more, here is…

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven’t put effort into finding the documentation, why should we bother putting effort into replying?

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

  • Do not TALK about code without posting it.
  • Do NOT post unformatted code.
  • Do NOT retype code. Use copy/paste properly using code tags.
  • Do NOT post screenshots of code.
  • Do NOT post photographs of code.
  • ONLY post the relevant code, and then refer to it in your discussion.

the code is working with the collision void but once it gets to the “GainMoney()” void it just skips over it and proceeds with the damage of the health. everything is working properly, sorry for not really telling what and where the bug is. i want the enemy health script to give money when the “TakeDamage()” is called. i don’t know to much about scripting but i tried putting the “GainMoney()” in other parts of the script like in the update void and still nothing happens so i think it is an error calling the player gameobject (both the enemy and player gameobjects are prefabs if that helps). everything but the “GainMoney” works it seems like the script pretty much ignores it. im also going to like some of the sites i used to help me check if i wrote the code right;

https://www.educative.io/answers/what-is-the-getcomponent-method-in-unity

sorry again for not providing the right information

9447392--1325822--upload_2023-11-3_8-36-16.png

just figutred out what was wrong. the script worked but it gave money to the players prefab not the player on the game scene

How do i close the thread

Nice find! Good job… I like to rename variables to things like playerPrefab when it is a prefab, and then when I make one in the scene or with Instantiate, I call it playerInstance so I can keep them apart in my brain.

There’s no need to close the thread, you (correctly) highlighted the solution for others to see if they encounter it in the future so thanks!

Good luck with it.