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Question by kaiortextreme · Feb 12, 2021 at 02:14 AM · uisliderdelay

UI Slider seting max value is delayed

So i have 2 scripts, 1 is the HPBars using Slider this script:

public class HPBars : MonoBehaviour {

 public Slider SliderHP;

 public void SetMaxHPBar(float HP)
 {
     SliderHP.maxValue = HP;
     SliderHP.value = HP;
 }
 
 public void SetCurrentHPBar(float CurrentHP)
 {
     SliderHP.value = CurrentHP;
 }

}

The other one is the Character:

public class CaracterStateMachine: MonoBehaviour {

 public GameObject UIRedTeam;
 public Caracters NPC;
 public HPBars EnemyHPBars;

 void Start()
 {
     NPC = GetComponent<Caracters>();
  
       Instantiate(UIRedTeam, transform.position = this.gameObject.transform.position, transform.rotation);
       EnemyHPBars = UIRedTeam.GetComponent<HPBars>();
       
       EnemyHPBars.SetMaxHPBar(NPC.Hp);      
       

 }

Well, Everything is working, but for some reason, the max value of my HPbar is delayed.

The value of NPC.Hp is this calculation in another script: "Npc.Hp = BaseHp + Random (0.10)" It works like that. Using random causes this value to vary whenever I press play. What is happening is, I press play NPC.Hp = "example" 45 and the max value of the slider = 0, so I left play and press again Now NPC.Hp = "example" 50 and the max value of the slider = 45 the previous value NPC.Hp And so it goes on, always putting the previous value of the play that I'm

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