Visual studio can't find definition for TakeDamage from another method - c#

I am making health and damage script in Unity.
I have error CS0117 'PlayerHealth' does not contain a definition for 'TakeDamage'
I want player to have 20 healths and when touched an object it will damage him.
I tried searching on google but I didn't find answer.
PlayerHealth script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
public int health = 20;
public void TakeDamage(int damage)
{
health -= damage;
if (health <= 0)
{
Destroy(gameObject, 0.3f);
}
}
}
And for EnemyDamage script I use this code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerHealth : MonoBehaviour
{
public int DMG;
float cooldown = 0f;
private void Update()
{
Debug.Log(cooldown);
cooldown -= Time.deltaTime;
}
private void OnCollisionEnter(Collision collision)
{
PlayerHealth health = collision.gameObject.GetComponent<PlayerHealth>();
if (cooldown <= 0)
{
if (health != null)
{
PlayerHealth.TakeDamage(DMG);//here is the error
}
cooldown = 1f;
}
}
}

PlayerHealth.TakeDamage(DMG); tries to call a static method TakeDamage on the class PlayerHealth but there is no such method, hence the error.
Your code is a little mess anyway, lets clean it up.
Attach this script to your game objects which can lose health (e.g. a player):
public class Health : MonoBehaviour // you called it NewBehaviourScript
{
public int health = 20;
public void TakeDamage(int damage) {
health -= damage;
if (health <= 0) {
Destroy(gameObject, 0.3f);
}
}
}
Attach this script to your game objects which can inflict damage:
public class Damage : MonoBehaviour // you called it PlayerHealth (?!)
{
public int DMG;
float cooldown = 0f;
void Update()
{
Debug.Log(cooldown);
cooldown -= Time.deltaTime;
}
void OnCollisionEnter(Collision collision)
{
if (cooldown <= 0f) {
Health health = collision.gameObject.GetComponent<Health>();
if (health != null) {
// call TakeDamage on the collided >instance<
health.TakeDamage(DMG);
}
cooldown = 1f;
}
}
}
This should give you a starting point with an appropriate colliders setup.

Related

I cannot get my Health Potion to work in Unity

I am creating a health potion for my game, however, it does not seem to work. My "if" statement does not seem to be getting called but if I get rid of the "if" statement a null reference appears. I am not sure what to do.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HealthPotion : MonoBehaviour
{
public int heal = 25;
[Header("Input")]
public KeyCode healKey = KeyCode.Alpha1;
void Update()
{
if (Input.GetKeyDown(healKey)) Heal();
}
void Heal()
{
PlayerHealth currentHealth = GetComponent<PlayerHealth>();
if (currentHealth != null)
{
currentHealth.AddHealth(heal);
Debug.Log("Heal");
}
Destroy(gameObject);
}
}
Here is my Player Health code (which does not get called because of the problem occurring in my Health Potion code).
public void AddHealth(int heal)
{
currentHealth = currentHealth =+ heal;
healthbar.SetCurrentHealth(currentHealth);
if(currentHealth >= maxHealth)
{
currentHealth = maxHealth;
}
Debug.Log("Healed");
}

Not able to destroy the prefeb object in unity

using UnityEngine;
public class Gun : MonoBehaviour
{
public GameObject enemy; // Not necessary, only if you need a reference to the enemy for future actions
public float damage = 100f;
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
Shoot();
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}
void Shoot() // The are a general routine to program on all laguajes, you should name all functions with Uppercase start letter
{
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit))
{
// Target targ = GetComponent<Target>(); //
Target targ = hit.collider.GetComponent<Target>();
// Now, you have the enemy script values referenced and you can make your actions.
// I dont understand next code, your are not referenig enemy never, I mean, enemy ever is null
if (enemy != null)
{
Destroy(enemy);
}
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target.cs:
using UnityEngine;
public class Target : MonoBehaviour
{
// Start is called before the first frame update
public float health = 50f;
public void TakeDamage (float amount)
{
health -= amount;
if (health <= 0f)
{
Die();
}
}
void Die()
{
Destroy(gameObject);
}
}

Enemy health bar and taking damage

I have added the following script to my enemies for the purpose of having a health bar:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Enemy_Health : MonoBehaviour {
public float health;
public float maxHealth;
public GameObject healthBarUI;
public Slider slider;
private void Start()
{
health = maxHealth;
slider.value = calculateHealth();
}
private void Update()
{
slider.value = calculateHealth();
if (health < maxHealth)
{
healthBarUI.SetActive(true);
}
if (health <= 0)
{
Destroy(gameObject);
}
if (health > maxHealth)
{
health = maxHealth;
}
}
float calculateHealth()
{
return health / maxHealth;
}
}
It is working well. However, my player has a weapon (axe) and I would like when my player attacks using the weapon, the health bar of the enemy decreases.
Add a function that decreases the health of enemy on attack. Something like this:
public void DecreaseHealth(healthamount)
{
health -= healthamount;
}
Call this function in your player script with the exact health you want to decrease on attack.

Player does not take damage when near enemy

I want the player to take damage whenever the enemy is near, the enemy will take damage but the player doesn't(i tried taking away the function that kills the enemy to check if it is too quick). I am quite new to unity and this is one of my first "independent" scripts, so it may be a quite obvious error. There are no errors or warnings however.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AttackableScript : MonoBehaviour {
public float health;
public float attackSpeed;
public float damage;
public float radious = 3f;
public Transform enemyArea;
bool dead = false;
public GameObject player;
public float KillCount;
public void Die()
{
Debug.Log(health);
health = health - 0.04f;
if (health == 0f)
{
dead = true;
}
}
IEnumerator Attack()
{
GameObject thePlayer = GameObject.Find("player");
PlayerMovement playerScript = thePlayer.GetComponent<PlayerMovement>();
playerScript.playerHealth = playerScript.playerHealth - damage;
yield return new WaitForSeconds(attackSpeed);
Debug.Log("player health = " + playerScript.playerHealth);
}
void Update() {
float distance = Vector3.Distance(player.transform.position, enemyArea.position);
if (distance <= radious && dead != true)
{
Attack();
}
if (health <= 0)
{
health = 0;
Destroy(gameObject);
Destroy(this);
}
}
}
the game is 2d.
I asked a discord and they pointed out my misuse of coroutines, i forgot to start one when i called the attack function. So instead of Attack() , it was StartCoroutine(Attack());

unity5 enemyDamage prob

im having a problem from my enemyDamage script in unity5 when i play it and stick to the enemy i died instantly even the enemy damage is 10 and my health was 100
well this is my first time to make this things on unity hope you helps me :(
heres my code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class enemydmg : MonoBehaviour {
public float damage;
public float damagerate;
public float pushbackforce;
float nextdamage;
bool playerInRange = false;
GameObject theplayer;
playerHealth theplayerhealth;
// Use this for initialization
void Start () {
nextdamage = Time.time;
theplayer = GameObject.FindGameObjectWithTag ("Player");
theplayerhealth = theplayer.GetComponent<playerHealth> ();
}
// Update is called once per frame
void Update () {
if (playerInRange)
Attack ();
}
void OnTriggerEnter (Collider other)
{
if (other.tag == "Player")
{
playerInRange = true;
}
}
void OnTriggerExit (Collider other)
{
if (other.tag == "Player")
{
playerInRange = false;
}
}
void Attack()
{
if (nextdamage <= Time.time)
{
theplayerhealth.addDamage(damage);
nextdamage = Time.time + damagerate;
pushback (theplayer.transform);
}
}
void pushback(Transform pushObject)
{
Vector3 pushDirection = new Vector3 (0, (pushObject.position.y - transform.position.y), 0).normalized;
pushDirection *= pushbackforce;
Rigidbody pushedRB = pushObject.GetComponent<Rigidbody> ();
pushedRB.velocity = Vector3.zero;
pushedRB.AddForce (pushDirection, ForceMode.Impulse);
}
}
and this was my playerhealth
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerHealth : MonoBehaviour {
public float fullhealth;
float currentHealth;
// Use this for initialization
void Start () {
currentHealth = fullhealth;
}
// Update is called once per frame
void Update () {
}
public void addDamage(float damage)
{
currentHealth -= damage;
if (currentHealth <= 0) {
makeDead ();
}
}
public void makeDead()
{
Destroy (gameObject);
}
}
theplayerhealth = theplayer.GetComponent<playerHealth> ();
I think this line of code fails you because the player is a GameObject. theplayerhealth is or should already be initialized in your other script. I think you could approach polymorphism in a better way.
public class enemydmg : playerHealth{
}
This will allow you to directly inherit everything you need from the playerHealth script without having to grab extra components. You can also use this technique for may other scripts in the future.
Another approach that you could use is calling your class directly:
playerHealth.addDamage(damage);
From now on when you name your scripts use capitalization. PlayerHealth, EnemyDamage, etc... That's just a pro-tip to make your code look a bit cleaner when you're doing things like this. (Optional)

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