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Question by deglet · May 05, 2016 at 12:18 PM · script.enemydamageforeach

I kill all myenemies instead of one

Hello ! I managed to damage my enemies after a lot of difficulties but, now, when I kill one the other dies too.

 GameObject GestureAttack()
 {
     invincible = true;
     GameObject[] Foes = GameObject.FindGameObjectsWithTag("Foe");
     GameObject closest = null;
     float distance = Mathf.Infinity;
     Vector3 position = transform.position;

     foreach (GameObject go in Foes)
     {
         Vector3 diff = go.transform.position - position;
         float curDistance = diff.sqrMagnitude;
         if (curDistance < distance)
         {
             closest = go;
             distance = curDistance;
         }
     }
     if (recupgeste == "D" && recupgestescore > 0.60 || Input.GetKeyDown(KeyCode.Space))
     {
         transform.position = Vector3.MoveTowards(transform.position, closest.transform.position, 100);
        foreach (GameObject go in Foes)
         {
             FoeCurrentHealth = go.GetComponent<s_EnnemyControl>().FoeCurrentHealth;
             s_EnnemyControl enemyHealth = go.GetComponent<s_EnnemyControl>();
             if (FoeCurrentHealth >0)
         {
            // Debug.Log("TOOK");
             enemyHealth.TakeDamage(attackDamage);
         }
         }
     }
     return closest;   
 }

I think it's related to the enemyHealth.TakeDamage(attackDamage); who only target the script and not a particular enemy, but I can't manage to do something OK. Thanks and love

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avatar image gjf · May 05, 2016 at 12:29 PM 0
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do you have any static variables for health/damage/etc.?

or are you destroying ANY enemy ins$$anonymous$$d of a specific one? it's hard to tell with the code that you've posted ...unless it's too early and i'm missing something obvious ;)

avatar image FortisVenaliter gjf · May 05, 2016 at 03:13 PM 0
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No, @gjf, you're not... @deglet, if you think the issue is in enemyHealth.TakeDamage() (and I tend to agree, given what we can see), why don't you post the code for that function as well?

avatar image deglet · May 05, 2016 at 03:34 PM 0
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@gjf No static, and I kill the closest one but if two of them are instancied, when i kill the closest the second one die too.

avatar image gjf deglet · May 05, 2016 at 03:37 PM 0
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are the health levels low, so after killing the first, the next closest is attacked and dies almost immediately?

add some Debug.Log stuff back in... as @deglet says, some more code might help too

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Answer by fabian-mkv · May 05, 2016 at 03:39 PM

It seems to have to do with this second part of your code:

      if (recupgeste == "D" && recupgestescore > 0.60 || Input.GetKeyDown(KeyCode.Space))
      {
          transform.position = Vector3.MoveTowards(transform.position, closest.transform.position, 100);
         foreach (GameObject go in Foes)
          {
              FoeCurrentHealth = go.GetComponent<s_EnnemyControl>().FoeCurrentHealth;
              s_EnnemyControl enemyHealth = go.GetComponent<s_EnnemyControl>();
              if (FoeCurrentHealth >0)
          {
             // Debug.Log("TOOK");
              enemyHealth.TakeDamage(attackDamage);
          }
          }
      }

I'm not sure what recupgeste and recupgestescore are, but regardless of their values, when you push space the block gets executed. In it, your code deals damage to all enemies. Did you perhaps mean to only damage "closest"? I don't know what the rest of your code looks like, but this seems to be the reason.

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