Oh god, you’re using that horrible tornado twins script aren’t you? Info about arrays can be found here. If you’d use array here it would look something like this:
var health : Texture2D[];
static var lives : int = 9;
var oldLives : int = 0 //so we know lives changed if lives != oldLives
function Update() {
if( lives != oldLives ){
guiTexture.texture = health[lives];
oldLives = lives;
if( lives = 0 ){
Destroy( gameObject.Find( "roboBearCannonMod" );
Destroy( gameObject ) //destroy the guiText gameObject.
}
}
}
This is the health code I use for the enemy…its attached to a GUITexture.
var health8 : Texture2D; //eight lives left
var health7 : Texture2D; //seven lives left
var health6 : Texture2D; //six lives left
var health5 : Texture2D; //five lives left
var health4 : Texture2D; //four lives left
var health3 : Texture2D; //three lives left
var health2 : Texture2D; //two lives left
var health1 : Texture2D; //one lives left
var health0 : Texture2D; //no lives left
static var LIVES1 = 9;
function Update ()
{
switch(LIVES1)
{
case 9:
guiTexture.texture = health8;
break;
case 8:
guiTexture.texture = health7;
break;
case 7:
guiTexture.texture = health6;
break;
case 6:
guiTexture.texture = health5;
break;
case 5:
guiTexture.texture = health4;
break;
case 4:
guiTexture.texture = health3;
break;
case 3:
guiTexture.texture = health2;
break;
case 2:
guiTexture.texture = health1;
break;
case 1:
guiTexture.texture = health0;
Destroy(gameObject.Find("roboBearCannonMod")); // Destroys Health Box
LIVES1 = 9;
break;
}