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Question by FREAKINGREX · Nov 02, 2019 at 05:27 AM · scripting problemdamagenewbiehealth

Having a game object deal damage

I am attempting to have a game object appear from the character when they are moving in a direction and then deal damage to the character when they get close to them. I am very new at this and am trying to start making my own games but am still learning code and everything. Can anyone explain what i am doing wrong and how I can fix it? or even a better way to do it? alt text

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Weapon : MonoBehaviour
 {
     public GameObject front;
     public GameObject back;
     public GameObject left;
     public GameObject right;
     public GameObject player;
     public RaycastHit hit;
     public int damageDealt = 5;
     public PlayerHealth ph;
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     
     
     
     void FixedUpdate()
     {
         Vector3 fwd = transform.TransformDirection(Vector3.forward);
         Vector3 bwd = transform.TransformDirection(Vector3.forward * -1);
         Vector3 right = transform.TransformDirection(Vector3.right);
         Vector3 left = transform.TransformDirection(Vector3.right * -1);
 
         //Activates swords depending on the key press
         if (Input.GetKeyDown(KeyCode.W) && Physics.Raycast(transform.position, fwd, out hit, 0.1f) && hit.transform.tag == "Enemy NPC")
         {
             front.SetActive(true);
             damageDealt = ph.TakeDamage;
 
         }
 
         if (Input.GetKeyUp(KeyCode.W))
         {
             front.SetActive(false);
         }
 
         if (Input.GetKeyDown(KeyCode.S))
         {
             back.SetActive(true);
         }
 
         if (Input.GetKeyUp(KeyCode.S))
         {
             back.SetActive(false);
         }
 
         if (Input.GetKeyDown(KeyCode.A))
         {
             left.SetActive(true);
         }
 
         if (Input.GetKeyUp(KeyCode.A))
         {
             left.SetActive(false);
         }
 
         if (Input.GetKeyDown(KeyCode.D))
         {
             right.SetActive(true);
         }
 
         if (Input.GetKeyUp(KeyCode.D))
         {
             right.SetActive(false);
         }
 
 
     }
 }


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