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Question by thereal_jek · Aug 19, 2017 at 10:49 PM · enemy aienemy health

My enemies' health wont go down

So I have an enemy prefab that gets randomly spawned as the player progresses through the area. The player has a weapon circle collider (which is a trigger) that gets activated when space is hit, and I check in the enemy ai script if the enemy is colliding with that weapon collider, then subtract the health by the damage. In update, I check if the enemy health is less than or equal to zero, then destroy that instance of the prefab. The problem is, the enemy health isn't changing when I look in the inspector, yet I know that it's colliding with the weapon. Am I doing this right?

 #pragma strict
 
 var player : GameObject;
 
 var enemy : GameObject;
 
 var STATCONTROL : GameObject;
 
 
 var damage : int;
 
 var enemyHealth : int;
 
 function Start () {
     damage = -1;
 
      enemyHealth = 1;
     player = GameObject.FindWithTag("Player");
 }
 
 function Update () {
 
     
     Debug.Log(enemyHealth);
 //    
 //    if(this.transform.position.x == player.transform.position.x){
 //
 //    }
 //    if(this.transform.position.x > player.transform.position.x){
 //        this.gameObject.GetComponent.<Rigidbody2D>().velocity.x = -2;
 //
 //    }
 //    if(this.transform.position.x < player.transform.position.x){
 //        this.gameObject.GetComponent.<Rigidbody2D>().velocity.x = 2;
 //
 //    }
 //    if(this.transform.position.y > player.transform.position.y){
 //        this.gameObject.GetComponent.<Rigidbody2D>().velocity.y = -2;
 //    }
 //    if(this.transform.position.y < player.transform.position.y){
 //        this.gameObject.GetComponent.<Rigidbody2D>().velocity.y = 2;
 //    }
     if(enemyHealth <= 0){
             Debug.Log("i have perished");
 
             Destroy(enemy.gameObject);
 
     }
 }
 
 function OnTriggerEnter2D(col : Collider2D){
     if(col.gameObject.tag == "Weapon"){
         Debug.Log("weapon hit");
         enemyHealth = enemyHealth - STATCONTROL.gameObject.GetComponent.<MainCharStats>().totaldamage;
     }
 }
 

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