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());
Related
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.
I'm a newbie in unity and game development. I'm trying to build a combat 2d game, but I can't damage enemies and I'm banging my head against a wall for 1 week, because I can't see where is the error.
This is my Player script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAttack : MonoBehaviour
{
//[SerializeField] private float attackCooldown;
[SerializeField] private float range;
[SerializeField] private int damage;
[SerializeField] private LayerMask enemyLayer;
public Transform AttackPoint;
//private float cooldownTimer = Mathf.Infinity;
private Animator anim;
private Enemy enemyHealth;
private void Awake()
{
anim = GetComponent<Animator>();
enemyHealth = GetComponent<Enemy>();
}
private void Update()
{
if (Input.GetButtonDown("Fire1"))
{
anim.SetTrigger("Attack");
Attack();
Debug.Log("attacking");
}
}
private void OnDrawGizmos()
{
if (AttackPoint == null)
return;
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(AttackPoint.position, range);
}
public void Attack()
{
Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(AttackPoint.position, range, enemyLayer);
foreach (Collider2D Enemy in hitEnemies)
{
if (Enemy.CompareTag("Enemy"))
Enemy.transform.GetComponent<Enemy>().TakeDamage(damage);
Debug.Log("Enemy Hit!");
}
}
}
And this is the Enemy script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
[SerializeField] private float startingHealth;
public float currentHealth;
public Animator anim;
private bool dead;
void Start()
{
currentHealth = startingHealth;
}
public void TakeDamage(float _damage)
{
//currentHealth = Mathf.Clamp(currentHealth - _damage, 0, startingHealth);
if (currentHealth > 0)
{
//hurt anim
Debug.Log("damage taken");
}
if (!dead)
{
//dead anim
GetComponent<EnemyPatrol>().enabled = false; //enemy cannot move while he is dead
GetComponent<EnemyMelee>().enabled = false; //enemy cannot attack
dead = true;
}
}
private void Update() //for testing
{
if (Input.GetKeyDown(KeyCode.P))
TakeDamage(1);
}
}
I tried testing it with the debug, and unity tells me that I'm hitting the enemy but without damaging him.
I tried also to damage the enemy pressing P for testing, and this works.
Thank you guys in advance for your help,
Federico.
Built Player and Enemy scripts. The player can be damaged by enemies but the player cannot damage the enemies.
In your attack function, here:
if (Enemy.CompareTag("Enemy"))
Enemy.transform.GetComponent<Enemy>().TakeDamage(damage);
Debug.Log("Enemy Hit!");
Only the TakeDamage line is inside the if statement, the log is not so it always executes. YOu need to change it look like this:
if (Enemy.CompareTag("Enemy"))
{
Enemy.transform.GetComponent<Enemy>().TakeDamage(damage);
Debug.Log("Enemy Hit!");
}
So the issue is therefore that CompareTag is returning false, if you're seeing the enemy hit log and not the take damage log. The enemy does not have the correct tag.
So I'm developing my first game in Unity currently (following a series by Mister Taft on YouTube called "Make a game like Zelda using Unity and C#" and just finished the 19th video).
I've currently got a "Log" enemy and am working on a knockback feature. I've followed the way that it is approached in the series is by creating a state machine that changes the Log's state to "stagger" for a couple of seconds, then return it to "idle" so it can change itself to "walk."
Whenever I hit the Log, however, it gets stuck in the stagger state and drifts without stopping until it hits a collider (note it doesn't change back to idle/walk even when it does hit the collider). If I can hit the Log correctly, sometimes, the player will actually also drift in the opposite direction.
Relevant code:
public class Log : Enemy {
private Rigidbody2D myRigidBody;
public Transform target;
public float chaseRadius;
public float attackRadius;
public Transform homePosition;
public Animator anim;
// Use this for initialization
void Start () {
currentState = EnemyState.idle;
myRigidBody = GetComponent<Rigidbody2D> ();
anim = GetComponent<Animator> ();
target = GameObject.FindWithTag ("Player").transform;
}
// FixedUpdate is called by physics.
void FixedUpdate () {
CheckDistance ();
}
//Log finds and walks towards Player.
void CheckDistance(){
if (Vector3.Distance (target.position, transform.position) <= chaseRadius && Vector3.Distance (target.position, transform.position) > attackRadius
&& currentState != EnemyState.stagger)
{
Vector3 temp = Vector3.MoveTowards (transform.position, target.position, moveSpeed * Time.deltaTime);
myRigidBody.MovePosition (temp);
ChangeState (EnemyState.walk);
}
}
private void ChangeState(EnemyState newState){
if (currentState != newState)
{
currentState = newState;
}
}
}
public class Knockback : MonoBehaviour {
public float thrust;
public float knockTime;
private void OnTriggerEnter2D(Collider2D other){
if (other.gameObject.CompareTag ("breakable"))
{
other.GetComponent<Pot>().Smash();
}
if(other.gameObject.CompareTag("enemy"))
{
Rigidbody2D enemy = other.GetComponent<Rigidbody2D>();
if (enemy != null)
{
enemy.GetComponent<Enemy> ().currentState = EnemyState.stagger;
Vector2 difference = enemy.transform.position - transform.position;
difference = difference.normalized * thrust;
enemy.AddForce (difference, ForceMode2D.Impulse);
StartCoroutine (KnockCo (enemy));
}
}
}
private IEnumerator KnockCo(Rigidbody2D enemy){
if (enemy != null)
{
yield return new WaitForSeconds (knockTime);
enemy.velocity = Vector2.zero;
enemy.GetComponent<Enemy>().currentState = EnemyState.idle;
}
}
}
public enum EnemyState{
idle,
walk,
attack,
stagger
}
public class Enemy : MonoBehaviour {
public EnemyState currentState;
public int enemyHealth;
public string enemyName;
public int baseAttack;
public float moveSpeed;
}
I've tried to add an else statement after the void CheckDistance in Log.cs, but that resulted in the Log having jittery movement and jumping back along its path. I'm at a loss. Any help would be greatly appreciated!
I am trying to increase the damage of the players fireball when a power up is picked up. I am getting an object reference error, I'm pretty sure this is due to the code being linked tot he player for the collision and the fireballs have their own script detailing their speed, damage etc.
Essentially I need a way to reference my fireball prefab (Called Bullet) so the code can access the 'damage' stat and increase it for a period of time.
The code for the power-up is:-
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
Pickup(other);
}
}
void Pickup(Collider2D player)
{
Instantiate(pickupEffect, transform.position, transform.rotation);
Fire stats = GetComponent<Fire>();
stats.damage *= 2;
Destroy(gameObject);
}
}
**The code for the fireball prefabs (known as Fire) is:-**
public class Fire : MonoBehaviour
{
public Animator animator;
public float speed = 20f;
public int damage = 30;
public Rigidbody2D rb;
public GameObject FireEmbers;
public float liveTime = 1f;
// Start is called before the first frame update
void Start()
{
rb.velocity = transform.right * speed;
}
void OnTriggerEnter2D(Collider2D hitInfo)
{
Enemy enemy = hitInfo.GetComponent<Enemy>();
if (enemy != null)
{
enemy.TakeDamage(damage);
}
Destroy(gameObject);
Instantiate(FireEmbers, transform.position, Quaternion.identity);
}
void Update()
{
liveTime -= Time.deltaTime;
if (liveTime <= 0)
{
Destroy(this.gameObject);
Instantiate(FireEmbers, transform.position, Quaternion.identity);
}
}
}
I actually resolved this by using scriptable objects instead of hard coding things into prefabs.
Not sure why, I've done this sort of this a bunch of times, but this is giving me some issues. Making a project for Game AI, I have a whole bunch of stuff already done, now just making some turrets that if the player is in a certain range it will fire, which I have already. The turret fires the bullet and then for some reason they just start destroying themselves and they don't go towards my player. Wondering if anyone on here can help, thanks in advance!
Some details you may need to know:
I have a Base, a Gun nose and a Gun for my turret. My Gun has a GunLook.cs script that makes it look at the player (so when they shoot it should go towards them), I'm not sure if that has anything to do with why I'm having these issues, but I'll post that code as well just incase
How my Hierchy for my turret is
Turret_AI (Base)
Gun (child of Turret_AI)
bulletSpawn (child of Gun)
Gun_Nose (child of turret_AI)
bulletSpawn is an empty GameObject I created in hopes to solve my problem. I set it just off the Gun so that it wouldn't just collide with gun and destroy itself (what I thought it might be doing, but not correct).
That should be all the info needed, if anyone needs more I will be checking this every 2 seconds so let me know and I will get back to you with quick response.
TurretScript.cs
(I did set the GameObject to Player in Unity, before anyone asks)
using UnityEngine;
using System.Collections;
public class TurretScript : MonoBehaviour {
[SerializeField]
public GameObject Bullet;
public float distance = 3.0f;
public float secondsBetweenShots = 0.75f;
public GameObject followThis;
private Transform target;
private float timeStamp = 0.0f;
void Start () {
target = followThis.transform;
}
void Fire() {
Instantiate(Bullet, transform.position , transform.rotation);
Debug.Log ("FIRE");
}
void Update () {
if (Time.time >= timeStamp && (target.position - target.position).magnitude < distance) {
Fire();
timeStamp = Time.time + secondsBetweenShots;
}
}
}
GunLook.cs
// C#
using System;
using UnityEngine;
public class GunLook : MonoBehaviour
{
public Transform target;
void Update()
{
if(target != null)
{
transform.LookAt(target);
}
}
}
BulletBehavior.cs
using UnityEngine;
using System.Collections;
public class BulletBehavior : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (rigidbody.velocity.magnitude <= 0.5)
Destroy (gameObject);
}
void OnCollisionEnter(Collision collision)
{
if (collision.collider)
{
if(collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "EnemyProjectile")
{
Physics.IgnoreCollision(rigidbody.collider,collision.collider);
//Debug.Log ("Enemy");
}
if(collision.gameObject.tag == "SolidObject")
{
Destroy(gameObject);
}
if(collision.gameObject.tag == "Player")
{
Destroy(gameObject);
}
}
}
}
You're never moving your bullet.
public class BulletBehavior : MonoBehaviour
{
private const float DefaultSpeed = 1.0f;
private float startTime;
public Vector3 destination;
public Vector3 origin;
public float? speed;
public void Start()
{
speed = speed ?? DefaultSpeed;
startTime = Time.time;
}
public void Update()
{
float fracJourney = (Time.time - startTime) * speed.GetValueOrDefault();
this.transform.position = Vector3.Lerp (origin, destination, fracJourney);
}
}
Then call it like so:
void Fire()
{
GameObject bullet = (GameObject)Instantiate(Bullet, transform.position , transform.rotation);
BulletBehavior behavior = bullet.GetComponent<BulletBehavior>();
behavior.origin = this.transform.position;
behavior.destination = target.transform.position;
Debug.Log ("FIRE");
}
Note: If you're trying to mix this approach with trying to use physics to move the bullet you may end up with strange results.