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Question by Ak0rn · May 02, 2019 at 07:31 PM · playerdeathhealthbarhealth-deductionhealth

Referencing playerHealth (from a separate script) in an if statement

So I have a playerController and hudController. Within the hudController I have a health system with a field called "currentHealth"

within the playerController I have the following code:

hudController playersHealth;

void Start()

{

 playersHealth = GetComponent<hudController>();

}

void stateManagement()

{

   if (playersHealth.currentHealth == 0)

   {

        state = State.Dying;

      playAnim.SetTrigger("isDead");

        Invoke("ReloadLevel", 2f);

    }

 }

Am I missing something obvious here? as far as I can tell this should be working...

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avatar image Ak0rn · May 02, 2019 at 07:32 PM 0
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Quick addition, the hudController health variable works perfectly, whenever I am marked as "hit" my health lowers by 1. The code is below.

public float maxHealth = 10; public float currentHealth;

 void Start()
 {
     currentHealth = maxHealth;
 }

 private void OnTriggerEnter(Collider other)
 {
     if (currentHealth < 10 && other.tag == "health") { Debug.Log ("Success"); } //will be to update amount of hearts showing on HUD
 }

 public void addDamage(float damage)
 {
    if(currentHealth > 0) { currentHealth -= damage; }
 }

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Answer by Ak0rn · May 02, 2019 at 08:06 PM

I figured it out, was a f*cking moron and didn't put my player reference into my getcomponent

Change playersHealth = GetComponent to thePlayer.GetComponent

with "thePlayer" meaning find gameobject with tag "player".

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avatar image BenBonkGames · May 05, 2019 at 11:28 PM 0
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Its okay Harry we all make mistakes.

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