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Question by crawler167 · Feb 18, 2017 at 02:57 PM · collisiondamageonce

Why my HurtPlayer script damages only once?

Hi guys,

I wonder why damage only occurs once, I'd like it to keep damaging, but I don't know why. My healthmanager is working as inteded. Here is what happens: my 2d player keeps walking until he reaches an enemy, that's when the damage occurs, but only once.

Here is my HurtPlayer script:

"using System.Collections; using System.Collections.Generic; using UnityEngine;

public class HurtPlayer : MonoBehaviour {

 public int damageToGive;

 // Use this for initialization
 void Start () {
     
 }
 
 // Update is called once per frame
 void Update () {
     
 }

 void OnCollisionEnter2D(Collision2D other)
 {
     if (other.gameObject.name == "Player") 
     {
         other.gameObject.GetComponent<PlayerHealthManager> ().HurtPlayer (damageToGive);
     }
 }

}"

Regards.

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Answer by Forbidden_Duck · Feb 18, 2017 at 04:57 PM

As I do not know anything else other than the script I am going to assume that whatever runs the script is probably only able to run it once. Like a onClick function.

It also maybe because there is more than one GameObject that is named Player or very similar in names.

But this is just assumption.

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Answer by Voyder_Rozann · Feb 18, 2017 at 05:58 PM

Hello @crawler167, you can put an IEnumerator ! Like StartCoroutine(DamagePlayer()) and create tags for your player and your enemy ! There's one thing : do you want to collide or trigger ? If you collide, a coroutine might be useful ! If you want to Trigger, a coroutine is'nt needed !

I give you 2 scripts like yours :

1ST Script

      public int damageToGive;
      // Use this for initialization
      void Start () {
          
      }
      
      // Update is called once per frame
      void Update () {
          
      }
      void OnTriggerEnter2D(Collider2D other)
      {
          if (other.gameObject.tag == "Player") 
          {
              other.gameObject.GetComponent<PlayerHealthManager> ().HurtPlayer (damageToGive);
          }
      }


2ND Script

      public int damageToGive;
      // Use this for initialization
      void Start () {
          
      }
      
      // Update is called once per frame
      void Update () {
          
      }
      void OnCollisionEnter2D(Collision2D other)
      {
          if (other.gameObject.tag == "Player") 
          {
              StartCoroutine(PlayerDamage());
          }
      }

     void OnCollisionExit2D(Collision2D other2)
     {
         if (other2.gameObject.tag == "Player")
         {
             StopCoroutine(PlayerDamage());
         }
     }
 
 IEnumerator PlayerDamage()
 {
     gameObject.GetComponent<PlayerHealthManager> ().HurtPlayer (damageToGive);
     yield return new WaitForSeconds(1);
 yield return PlayerDamage();
 }
 }
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Answer by crawler167 · Feb 19, 2017 at 08:38 PM

Couldn't make it to work, but I really apreciate the help guys

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avatar image Voyder_Rozann · Feb 20, 2017 at 07:18 AM 0
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No problem @crawler167 ! We are here to help people like you as much as we can ! :)

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