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Question by aarninja14 · Sep 08, 2020 at 07:01 PM · damagenoobhealth

How do I do a Immunity time after being hited?

I want to have an immunity time after being hit so that I don't lose all my health at once I've tried many forms but I can't find a solution here is my code

 void Update()
 {
     if (isImmune = false && objeto1.IsTouching(objeto2))
     {
         Takedamage(1);
         isImmune = true;

         if (isImmune == true)
         {
             immunityTime = immunityTime + Time.deltaTime;
             if (immunityTime >= immunityDuration)
             {
                 isImmune = false;
             }
         }
     }
 }

 void Takedamage(int damage)
 {
     currentHealth -= damage;

     healthbar.SetMaxHealth(currentHealth);

     if (currentHealth <= 0)
     {
         Die();

     }
 }

 void Die()
 {

     Object.Destroy(gameObject);

 }



Could you please help me I really don't know how to continue

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Answer by Hellium · Sep 09, 2020 at 07:42 AM

  void Update()
  {
      if (isImmune == false && objeto1.IsTouching(objeto2))
      {
          Takedamage(1);
          isImmune = true;
          immunityTime = 0;
      }
      else if (isImmune == true)
      {
          immunityTime = immunityTime + Time.deltaTime;
          if (immunityTime >= immunityDuration)
          {
              isImmune = false;
         }
      }
  }
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avatar image aarninja14 · Sep 09, 2020 at 02:25 PM 0
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Thank you very much it worked for me!

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Answer by streeetwalker · Sep 09, 2020 at 07:22 AM

create a coroutine that contains a while loop and checks your a counter against your immune time.

For example:

 // where you get hit:
 StartCoroutine( DoImmunity( immuneTime ) );
 
 //then the coroutine
 IEnumerator DoImmunity( float immuneTime ) {
      isImmune = true;
      float timer = 0;
      while( timer < immuneTime ){
             yield return null; // wait for the next Update frame
             timer += Time.deltaTime;
      }
      isImmune = false;
 }



you should be able to adapt that to fit your code.

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