I am trying to decrease the healthbar of the player whenever he collides with an enemy laser but the script that I wrote is not working and it is giving me the following error:
Assets/Scripts/Laser/HealthManager.cs(19,21): error CS0029: Cannot implicitly convert type void' to UnityEngine.UI.Slider.
Can someone take some time and review my code and tell me why the healthbar is not working? Thank you.
HealthManager script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HealthManager : MonoBehaviour {
public int CurrentHealth { get; set; }
public int MaxHealth { get; set; }
public Slider HealthBar;
//public GameObject LaserBulletEnemyPreFab;
//public GameObject PlayerPrefab;
//public LaserLevelManager myLevelmanager;
// Use this for initialization
void Start () {
MaxHealth = 20;
CurrentHealth = MaxHealth; //Resseting the health on start
HealthBar = CalculatingHealth();
}
// Update is called once per frame
void Update()
{
if(GetComponent<Collider>().gameObject.tag == "EnemyLaser")
{
Destroy(GetComponent<Collider>().gameObject);
DealDamage(1);
}
}
void DealDamage(int DamageValue)
{
CurrentHealth -= DamageValue; //Deduct the damage dealt from the player's health
HealthBar = CalculatingHealth();
if(CurrentHealth <= 0) //If health is 0
{
PlayerDead(); //Calling the function
}
}
void CalculatingHealth()
{
int healthdecrease = CurrentHealth / MaxHealth;
}
void PlayerDead()
{
CurrentHealth = 0; //Currenthealth is 0
LaserLevelManager.LoadLevel("Lose"); //Take player to the lose scene
}
}
HealthBar is of type Slider. CalculatingHealth is a function that does not return anything (so void).
You try to set a variable initialy initialized to type Slider to a void value. This is not possible.
You could:
float CalculatingHealth()
{
return healthdecrease = CurrentHealth / MaxHealth;
}
And
HealthBar.value = CalculatingHealth();
Note: https://docs.unity3d.com/ScriptReference/UI.Slider-value.html
Related
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");
}
I'm new to Unity and together with a few friends, I try to make a game. I was trying to connect the healthbar I made to the damage u can deal by shooting knifes. First to test this I used:
void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse1))
{
TakeDamage(25);
}
}
Everything worked fine and when I pressed Mouse1 the healthbar worked.My goal was, that when a knife hits the enemy 25 damage is dealt and the healthbar shows that the enemy lost health. However, when the knifes hit the enemy nothing happens. Can you please help me because I tried fixing this for like 3 hours and I'm getting kinda frustrated. Thank you.
Here's the code for the healthbar:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class healthbar : MonoBehaviour
{
public Slider slider;
public void SetMaxHealth(int health)
{
slider.maxValue = health;
slider.value = health;
}
public void SetHealth(int health)
{
slider.value = health;
}
}
And here's the code for the enemy:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy_Follow : MonoBehaviour
{
public float speed;
public Transform target;
public int damage = 25;
public int maxHealth = 100;
public int currentHealth;
public healthbar healthBar;
// Start is called before the first frame update
void Start()
{
currentHealth = maxHealth;
healthBar.SetMaxHealth(maxHealth);
target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse1))
{
TakeDamage(25);
}
transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
}
public void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Knife")
{
TakeDamage(25);
}
}
public void TakeDamage(int damage)
{
currentHealth -= damage;
healthBar.SetHealth(currentHealth);
}
}
After finding out that your colliders are not triggers it should rather be OnCollisionEnter2D like e.g.
public void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Knife"))
{
TakeDamage(25);
}
}
See also Colliders -> Collision Action Matrix
You may try this code to look if the slider works at all. If this code does work (You can change things with the inspector) then it should be an error with the collision/trigger detection and nothing else.
public class SliderTest : MonoBehaviour {
public Slider slider;
public int maxHealth = 100;
private int currentHealth = 100;
public bool resetHealth = false;
public bool damage = false;
void Start() {
slider = GetComponent<Slider>();
SetMaxHealth(maxHealth);
}
void Update() {
if(resetHealth) {
resetHealth = false;
SetHealth(maxHealth);
}
if(damage) {
damage = false;
SetHealth(currentHealth-10);
}
}
public void SetMaxHealth(int health) {
slider.maxValue = health;
slider.value = 100;
}
public void SetHealth(int health) {
currentHealth = health;
slider.value = currentHealth;
}
}
}
I am new to coding and am not quite sure how to add context from 1 script to another. For my game so far, I have been Frankensteining code from multiple sources and have head into a dead end. I want my player to take the same amount of damage as stated by enemyDamage in the 'Enemy' script. I'm not too sure what other context to give you, but if you know how you could help me out, that would be awesome!
Enemy Script
using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
public class Enemy : MonoBehaviour
{
public int health = 100;
public int enemyDamage = 10;
public GameObject deathEffect;
public void TakeDamage (int damage)
{
health -= damage;
if (health <= 0)
{
Die();
}
}
void Die ()
{
Instantiate(deathEffect, transform.position, Quaternion.identity);
Destroy(gameObject);
}
}
PlayerHealth Script
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
public class PlayerHealth : MonoBehaviour
{
public int maxHealth = 10;
public int currentHealth;
public int damage = 1;
public HealthBar healthBar;
// Start is called before the first frame update
void Start()
{
currentHealth = maxHealth;
healthBar.SetMaxHealth(maxHealth);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
TakenDamage(1);
}
if (currentHealth <= 0)
{
PlayerDeath();
}
}
public void TakenDamage(int damage)
{
currentHealth -= damage;
healthBar.SetHealth(currentHealth);
}
void PlayerDeath()
{
UnityEngine.Debug.Log("bean guy");
}
public void OnTriggerEnter2D(Collider2D hitInfo)
{
UnityEngine.Debug.Log("We did it boys");
PlayerHealth player = hitInfo.GetComponent<PlayerHealth>();
{
UnityEngine.Debug.Log("beans");
TakenDamage(enemyDamage); // I need this to update with enemyDamage 's value
}
}
}
There are multiple ways:
Make EnemyDamage a Static Variable
public static int enemyDamage = 10;
Then you can call it in other scripts with Enemy.enemyDamage
Be aware that you can't set static variables in the Inspector.
Use GetComponent
Enemy enemy = gameObject.GetComponent(typeof(Enemy )) as Enemy;
enemy.enemyDamage
Create a GameManager
GameManager.CS:
#region Singelton
public static GameManager instance;
void Awake()
{
if (instance != null)
{
Debug.LogWarning("More than one Instance of Inventory found");
return;
}
instance = this;
}
#endregion
public int enemyDamage = 10;
Referencing the GameManager Script:
GameManager gm;
void Start()
{
gm = GameManager.instance;
}
//Calling Function in GameManager
gm.EndGame();
// Getting Value from GameManager
gm.enemyDamage();
When to use what?
If you want a more short term solution I would use a static variable, not advised with multiple enemies (different enemyDamage Values are now immosible)
If you have more variables or even functions that need to be accessible from multiple scripts I would advise you to use a Game Manager instead
You need to get a reference of the Enemy to use GetComponent, but makes it possible to add multiple different enemyDamage Values
So, i created two scripts, one named "Stats.cs" registers the player stats and the other one named "PlayerHealth.cs" "makes" the player take damage on contact and updates the Hearts in the HUD. My problem is, whenever i collide with an object that has a tag named "Projectile" it simply doesn't work, my player doesn't take damage at all. The Stats.cs script isn't in any object, the PlayerHealth.cs is in my Player object.
Stats.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Stats{
private int health;
public int maxHP = 3;
public int Health
{
get
{
//Some code
return health;
}
set
{
//Some code
health = Mathf.Clamp(value, 0, maxHP);
}
}
public void SetHealth()
{
Health = maxHP;
}
}
PlayerHealth.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerHealth : MonoBehaviour
{
Stats playerStats = new Stats();
public int curHealth;
public int numOfHearts = 3;
public Image[] hearts;
public Sprite fullHeart;
public Sprite emptyHeart;
void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("Projectile"))
{
Debug.Log("Hello");
DamagePlayer(1);
Destroy(other.gameObject);
}
}
public void DamagePlayer(int damage)
{
playerStats.Health -= damage;
}
// Start is called before the first frame update
void Start()
{
playerStats.SetHealth();
curHealth = numOfHearts;
}
// Update is called once per frame
void Update()
{
curHealth = playerStats.Health;
numOfHearts = playerStats.maxHP;
if (curHealth>numOfHearts){
curHealth = numOfHearts;
}
if(curHealth <= 0){
Die();
}
for (int i = 0; i < hearts.Length; i++)
{
if(i < curHealth){
hearts[i].sprite = fullHeart;
} else
{
hearts[i].sprite = emptyHeart;
}
if(i < numOfHearts){
hearts[i].enabled = true;
} else {
hearts[i].enabled = false;
}
}
}
void Die(){
//Restart
Application.LoadLevel(Application.loadedLevel);
}
}
curHealth is updating so it will stay as the actual Health in Stats and will change the images in HUD.
The Player has a RigidBody2D on him two colliders, one is a box for the body, and the other is a circle collider, so when the player crouches, the circle collider disables.
The Projectiles also have and RigidBody2D with 0 gravity (so it won't fall in mid air) and a BoxCollider2D.
I would check and make sure that the projectile is tagged as Projectile and that the BoxCollider doesn't have "Is Trigger" checked.
I should also say, iterating with that for loop in the Update is very bad practice performance wise. That is happening literally as fast as the machine can loop it and it is doing that every time. I would look into updating it on an event.
Hope this helps!
The [SyncVar] attribute is not working for me in my game. I have made sure that:
I changed the variable with a command function
I correctly added the syncvar attribute and the hook
The client can update the variables on the server, but the server is not updating the variable on the client
Here are my scripts:
Player Shooting Script:
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
public class PlayerShoot : NetworkBehaviour {
public GameObject shootPosition;
public float shootRange = 100;
public float shootRate = 0.2f;
float nextCheck;
public int damage = 10;
// Use this for initialization
void Start () {
}
void DetectShooting(){
if (Time.time > nextCheck && Input.GetMouseButton(0)) {
nextCheck = Time.time + shootRate;
CmdShoot ();
}
}
[Command]
void CmdShoot(){
RaycastHit hit;
Ray bulletDirection = new Ray (shootPosition.transform.position, transform.forward * shootRange);
Debug.DrawRay (shootPosition.transform.position, transform.forward * shootRange, Color.blue, 10.0f);
if (Physics.Raycast (bulletDirection, out hit, 100)) {
print (hit.transform.name);
if (hit.transform.CompareTag ("Player")) {
hit.transform.GetComponent<PlayerHealth> ().DeductHealth (damage);
}
}
}
// Update is called once per frame
void Update () {
print (isLocalPlayer);
if (isLocalPlayer)
DetectShooting ();
}
}
Player Health Script:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.Networking;
public class PlayerHealth : NetworkBehaviour {
public static int maxHealth = 100;
[SyncVar (hook ="UpdateUI")]
public int currentHealth = maxHealth;
public Slider healthBar;
void UpdateUI(int hp){
healthBar.value = currentHealth;
}
public void DeductHealth(int damage){
if (isServer)
currentHealth -= damage;
}
// Use this for initialization
void Start () {
//InvokeRepeating ("DeductHealth", 0, 2);
SetInitialReferences ();
}
void SetInitialReferences(){
}
// Update is called once per frame
void Update () {
}
}
Here are some Screen Shots:
Since you are hooking the SyncVar with function, you need to pass the variable manually (and do other stuff you wish to do with the new value like checking if hp <= 0).
void UpdateUI(int hp){
currentHealth = hp;
healthBar.value = currentHealth;
}