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Question by zs8861 · Mar 25, 2019 at 09:30 AM · playerenemydamagedetectionattack

Player attacks once but the enemy takes double damages!

Player attacks once but the enemy takes double damages, sometimes the i=0, sometimes the i=1, it's very strange:

 //Player Attack Method
 void Attack()
 {
     if (Input.GetButtonDown("Attack"))
     {
         myAnimator.SetTrigger("Attack");
         Collider2D[] enemiesToDamage = Physics2D.OverlapCircleAll(attackPos.position, attackRange, whatIsEnemies);
         for (int i = 0; i < enemiesToDamage.Length; i++)
         {
             Debug.Log("i = " + i.ToString());
             enemiesToDamage[i].GetComponent<Enemy>().TakeDamage(damage);
             enemiesToDamage[i].GetComponent<Enemy>().GetComponent<SpriteRenderer>().color = Color.red;
         }
     }
 }
 
 //Enemy Take Damage
 public void TakeDamage(int damage)
 {
     dazedTime = startDazedTime;
     health -= damage;
     Debug.Log("damage TAKEN !");
 }
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avatar image highpockets · Mar 25, 2019 at 09:48 AM 0
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You sure that you are attacking just once? I don't see where you are calling Attack() from, but the code above does not wait till the animation is finished before allowing to attack again.. If not, I would add a Boolean in there to know if you are attacking or not and see if that solves the problem.

Edit:

If the problem is the logic I mentioned, I would set the bool (isAttacking = true, for example) and start a timer the length of your attack animation clip, then when the timer is up, set the Boolean to false and allow for another attack

avatar image zs8861 highpockets · Mar 27, 2019 at 02:54 AM 0
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oh my God, I just saw your reply, it hides in the Page by default, thank you very much, I will try it now ;)

avatar image highpockets zs8861 · Mar 27, 2019 at 08:40 AM 0
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Was that the issue?

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Answer by mahmud91 · Mar 25, 2019 at 10:05 AM

Put a bool value like tookDamage.

  if (Input.GetButtonDown("Attack"))
      { 
      tookDamage = false;
     ...

and then set true in the TakeDamage method.

 //Enemy Take Damage 
      public void TakeDamage(int damage)
      {
     if(!tookDamage){
          tookDamage = true
          dazedTime = startDazedTime;
          health -= damage;
          Debug.Log("damage TAKEN !");
      }
     }





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avatar image zs8861 · Mar 26, 2019 at 09:57 AM 0
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hi, mahmud91, thank you for your reply, but the following two methods locate at two different Classes, how can I share the "tookDamage" bool variable?

 //Player Attack $$anonymous$$ethod(in Player Class)
 void Attack()
 
 //Enemy Take Damage(in Enemy Class)
 public void TakeDamage(int damage)
avatar image highpockets zs8861 · Mar 26, 2019 at 11:08 AM 0
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@zs8861 Have you tried what I mentioned above??

avatar image zs8861 highpockets · Mar 29, 2019 at 04:26 PM 0
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I found the problem, I forget to set the Exit Time, now it's O$$anonymous$$, thank you:)

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