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Question by craigc181 · Aug 15, 2017 at 03:09 PM · scripting problemshootingdamage

Is there a better way to do this? (finding scripts of different names but running function with same name regardless)

Trying to get whatever I shoot to run its TakeDamage function. So far this is just two things but it might be more. Is this the best way to do it or should I make each thing a take damage script and use that for anything that gets shot? I hope there is a way to just call the function from a script found on the shot game object. Thanks for any help!

         EnemyManager enemyManager = shootHit.collider.GetComponent<EnemyManager>();
         SpawnerManager spawnerManager = shootHit.collider.GetComponent<SpawnerManager>();

         // If there is an enemy manager script...
         if (enemyManager != null)
         {
             //... and if the enemy or spawner is not dead
             if (!enemyManager.isDead)
             {
                 // ... the enemy should take damage.                                       
                 enemyManager.TakeDamage(damage);
             }
         }
         //same thing with spawner manager
         // probably a better way to organize these two things, especially if it comes out to be more than 2 things
         if (spawnerManager != null)
         {
             
             if (!spawnerManager.isDead)
             {
                                                     
                 spawnerManager.TakeDamage(damage);
             }
         }

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Answer by carlos170586001500 · Aug 15, 2017 at 03:33 PM

http://answers.unity3d.com/answers/427817/view.html

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Answer by Reynarz · Aug 15, 2017 at 03:42 PM

Of course is not the best way. What you can do is make an interface like this:

  public interface IObjectThatCanGetDamage
  {
       void TakeDamage(float damage);
       bool IsDead { get;set; }
  }

And implement that interface in all your objects that can get damage.

Then in your collision detection:

  private void OnCollisionEnter2D(Collision2D collision)
  {
         var collisionObtained = collision.transform.GetComponent<IObjectThatCanGetDamage>(); 

         if(collisionObtained is IObjectThatCanGetDamage)
         {
           if(!collisionObtained.IsDead)
             collisionObtained.TakeDamage(10f);//Set a random damage...
         }
  }

But in your code i can see that you are using RaycastHit, is almost the same

 private void SetDamage()
 {
       var collisionObtained = shootHit.collider.GetComponent<IObjectThatCanGetDamage>(); 

         if(collisionObtained is IObjectThatCanGetDamage)
         {
             if(!collisionObtained.IsDead)
               collisionObtained.TakeDamage(10f);//Set a random damage...
         }
 }
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