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Question by AllForGaming · Mar 19, 2017 at 12:26 PM · c#animationscripting problemattackzombie

how to make an AI damage a third person controller ?

how do I make a "zombie" who deals damage when he hits me with his sword ? I have a c# code and i have set the animations that he follows me and then when he comes into a certain range he attacks me. Soo how do I make my character take damage ? or when my character takes too much damage then he dies ? Please help :)

 using UnityEngine;
 using System.Collections;
 
 public class chase : MonoBehaviour {
 
     public Transform player;
     static Animator anim;
 
     // Use this for initialization
     void Start () 
     {
         anim = GetComponent<Animator>();
     }
     
     // Update is called once per frame
     void Update () 
     {
         Vector3 direction = player.position - this.transform.position;
         float angle = Vector3.Angle(direction,this.transform.forward);
         if(Vector3.Distance(player.position, this.transform.position) < 10 && angle < 30)
         {
             
             direction.y = 0;
 
             this.transform.rotation = Quaternion.Slerp(this.transform.rotation,
                                         Quaternion.LookRotation(direction), 0.1f);
 
             anim.SetBool("isIdle",false);
             if(direction.magnitude > 3)
             {
                 this.transform.Translate(0,0,0.05f);
                 anim.SetBool("isWalking",true);
                 anim.SetBool("isAttacking",false);
             }
             else
             {
                 anim.SetBool("isAttacking",true);
                 anim.SetBool("isWalking",false);
             }
 
         }
         else 
         {
             anim.SetBool("isIdle", true);
             anim.SetBool("isWalking", false);
             anim.SetBool("isAttacking", false);
         }
 
     }
 }
 

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Answer by Jeff-Kesselman · Mar 20, 2017 at 07:38 PM

Unity knows nothing about "damage". Thats game logic.

You need to make a "health" component that tracks health and has a public method to call to do damage.

Then you do something like this
player.GetComponent.TakeDamage(damageAmount);

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