Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by ByNeo1000 · Apr 13, 2016 at 02:19 PM · c#attackenemies

How i can damage more than one enemy?

This is my script:

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class AtaqueMeleePlayer : MonoBehaviour {
 
     public GameObject enemies;
 
     public float tiempoDeAtaque;
     public float cooldDown;
 
 
 
     // Use this for initialization
     void Start () {
         tiempoDeAtaque = 0;
 
     }
 
     // Update is called once per frame
 
     void Update () {
 
         enemies = GameObject.FindWithTag ("Enemy");
 
         if (tiempoDeAtaque > 0)
             tiempoDeAtaque -= Time.deltaTime;
 
         if (tiempoDeAtaque < 0)
             tiempoDeAtaque = 0;
 
         if(Input.GetKeyDown(KeyCode.Mouse0)){
             
             if (tiempoDeAtaque == 0) {
                 Attack ();
             
                 tiempoDeAtaque = cooldDown;
             }
 
         }
 
     }
         
     private void Attack (){    
 
         float distance = Vector3.Distance (enemies.transform.position, transform.position);
 
         Vector3 dir = (enemies.transform.position - transform.position).normalized;
 
         float direction = Vector3.Dot (dir, transform.forward);
 
         //Debug.Log (direction);
         //Debug.Log (distance);
 
         if (distance < 3) {
             if (direction > 0) {
                 //VidaEnemigo eh = (VidaEnemigo)enemies.GetComponent ("VidaEnemigo");
                 //eh.AjustarVidaActual (-10);
 
                 VidaSkeleton a = (VidaSkeleton)enemies.GetComponent ("VidaSkeleton");
                 a.AjustarVidaActual (-10);
             }
         }
     }
 }
 

Firstly i want to detect all the enemies in a range of 20u. And second i want to damage all the enemies that they are in of if (distance < 3) { if (direction > 0) {

Thank you very much, i was attempting but doesn't works

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Ali-hatem · Apr 13, 2016 at 03:07 PM 1
Share

simple way you need array of objects GameObject [] enemies; & then use enemies= GameObject.FindGameObjectsWithTag("Enemy"); & then use a loop to loop throw the array i will give you simple example :

  GameObject [] enemies;
     void Start(){
         enemies = GameObject.FindGameObjectsWithTag("Player");
         if (enemies != null) {
             for (int i = 0; i < enemies.Length; i++) {
 float distance = Vector3.Distance (enemies [i].transform.position, transform.position);
                 print (distance);
             }
         }
     }
avatar image ByNeo1000 Ali-hatem · Apr 13, 2016 at 03:12 PM 0
Share

I have another method but it works. Thanks you

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by M-Hanssen · Apr 13, 2016 at 03:01 PM

Take a look at the overlapSphere method

I've fixed you an example by using your code:

     public float AttackDistance = 3;
     public float DetectionDistanceDistance = 20;
 
     protected void Attack()
     {
         // Detect all enemies within a radius
         foreach (Collider hitCollider in Physics.OverlapSphere(transform.position, DetectionDistanceDistance))
         {
             VidaSkeleton skeleton = hitCollider.GetComponent<VidaSkeleton>();
             if (skeleton != null)
             {
                 // Add a check if the collider 
                 Debug.Log(hitCollider.name + " is detected");
             }
         }
 
         // Damage enemies within a radius
         foreach (Collider hitCollider in Physics.OverlapSphere(transform.position, AttackDistance))
         {
             VidaSkeleton skeleton = hitCollider.GetComponent<VidaSkeleton>();
             if (skeleton != null) skeleton.AjustarVidaActual(-10);
         }
     }

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ByNeo1000 · Apr 13, 2016 at 03:10 PM 0
Share

It works, thanks you, but i'm not totally unsertood the overlapSphere method. If you can explain to me i will be very grateful with you. If not dont worry, :P.

Thank you mate.

avatar image M-Hanssen ByNeo1000 · Apr 13, 2016 at 03:21 PM 0
Share

The overlapSphere method puts a sphere around the chosen position and detects all colliders living inside that sphere. As simple as that ;-) The method itself returns a collection of colliders where you can loop through.

avatar image ByNeo1000 M-Hanssen · Apr 13, 2016 at 03:25 PM 0
Share

Thank you boyaaaaa. XD

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

How to get my TakeDamage script to hit/get other components? 0 Answers

Expanding Ring Attack 0 Answers

Targetting enemy, repeating code 1 Answer

Range Attack + Animation Script 0 Answers

Charecter keeps playing walking animation after punching 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges