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Question by lightyearz2 · Sep 12, 2017 at 07:03 AM · c#character controllerscript errorstats

My character stats script doesn't identify my variables

My script that i set up for my character stats keeps giving me an error. I have tried multiple solutions for it but none of them have done anything. Please help. Script: ( PS i am very new to unity.) using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class characterStats : MonoBehaviour {
 
     public int maxHealth = 100;
     public int currentHealth { get; private set; }
     public AudioClip deathSound;
     public AudioClip hurtSound;
     public Vector3 spawn;
     public Transform[] enemies;
     float distancefrom_enemies;
     public float range_of_getting_attacked;
 
     public stat damage;
     public stat armor;
 
     void OnGUI()
     {
         GUI.Label(new Rect(10,10,100,20), currentHealth.ToString());
         GUI.Label(new Rect(10,100,100,20), armor.ToString());
     }
 
 
     void Awake ()
     {
         //setting the health to the maximum value.
         currentHealth = maxHealth;
         //finding enemies
         GameObject[] enemies = GameObject.FindGameObjectsWithTag("enemy");
     }
 
     void Update ()
     {
 
         //testing for when we get damaged.
         if (range_of_getting_attacked  < distancefrom_enemies) 
         {
             TakeDamage (10);
             AudioSource.PlayClipAtPoint (hurtSound, transform.position);
         }
 
         Transform GetClosestEnemy = (Transform[] enemies);
         {
             Transform tMin = null;
             float minDist = Mathf.Infinity;
             Vector3 currentPos = transform.position;
             foreach (Transform t in enemies)
             {
                 float dist = Vector3.Distance(t.position, currentPos);
                 if (dist < minDist)
                 {
                     tMin = t;
                     minDist = dist;
                 }
             }
             return tMin;
         }
 
     }
 
 
     public void TakeDamage (int damage)
     {
         //armour effects how much damage we take.
         damage -= armor.getValue ();
         damage = Mathf.Clamp (damage, 0, int.MaxValue);
         //damages us.
         currentHealth -= damage;
         Debug.Log (transform.name + " takes " + damage + "damage.");
 
         if (currentHealth <= 0)
         {
             Die();
             //if we have no health, then we die.
         }
     }
     //defining die:
     public virtual void Die ()
     {
         //insert dying script here
         gameObject.transform.position = spawn;
         currentHealth  = maxHealth;
         AudioSource.PlayClipAtPoint (deathSound, transform.position);
         Debug.Log (transform.name + " died.");
     }
 }


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avatar image unit_nick · Sep 12, 2017 at 08:15 AM 0
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You will have seen my other additions. The more I looked the more I found so I deleted them.

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Answer by unit_nick · Sep 12, 2017 at 08:14 AM

 /*
 * Here's what I think might work for you.
 * 
 * I have updated to add armor decay
 */
  
 using UnityEngine;
  
 public class characterStats : MonoBehaviour
 {
  
     public int maxHealth = 100;
     public int damage = 10;
     public float armor = 10;
     public float armorDamagePercentage = 10;
     public float damageRadius = 10;    
  
     public AudioClip deathSound;
     public AudioClip hurtSound;
     public Vector3 spawn;
     public Transform[] enemies;
  
     private float currentHealth;
     private float hurtTime = 0;
  
     //public stat damage;
     //public stat armor;
  
     void OnGUI()
     {
         GUI.Label(new Rect(10, 10, 100, 20), currentHealth.ToString("F0")); // "F0" = 0 decimal places
         GUI.Label(new Rect(10, 100, 100, 20), armor.ToString("F2")); // "F2" = 2 decimal places
     }
  
  
     void Awake()
     {
         //setting the health to the maximum value.
         currentHealth = maxHealth;
  
         //finding enemies
         GameObject[] enemies = GameObject.FindGameObjectsWithTag("enemy");
     }
  
     void Update()
     {            
         bool hurt = false;        
         Vector3 myPosition = transform.position;        
  
         foreach (Transform enemy in enemies)
         {
             float distance = Vector3.Distance(myPosition, enemy.position);
             if (distance < damageRadius)
             {
                 hurt = true;
  
                 // If hurt is a per enemy total
                 TakeDamage();
             }
         }
  
         if (hurt)
         {
             // If hurt is a maximum total
             // TakeDamage();
  
             // let sound complete before repeating
             // since I cant see it being intialized I will prevent error with check for null
             float time = Time.time;
             if (hurtSound != null && time - hurtTime > hurtSound.length)
             {
                 hurtTime = time;
                 AudioSource.PlayClipAtPoint(hurtSound, transform.position);
             }                
         }
     }
  
     public void TakeDamage()
     {        
         // since damage seems to be based on proximity using delta
         float deltaDamage = damage * Time.deltaTime;
         float deltaArmor = armor * Time.deltaTime;
 
         // damage player
         currentHealth -= deltaDamage - deltaArmor;
 
         // damage armor
         armor = Mathf.Max(0f, armor - deltaDamage * armorDamagePercentage * 0.01f);        
  
         //if we have no health, then we die.
         if (currentHealth <= 0)
             Die();
     }
     //defining die:
     public virtual void Die()
     {
         //insert dying script here
         gameObject.transform.position = spawn;
         currentHealth = maxHealth;
         AudioSource.PlayClipAtPoint(deathSound, transform.position);
         Debug.Log(transform.name + " died.");
     }
 }
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Answer by tormentoarmagedoom · Sep 12, 2017 at 10:01 AM

Hello @lightyearz2 !

Just a tip:

If you declare a variable as public, and set the value in the script at same time you declare with:

 int power = 3;

Then you change the value at the editor inspector to 4 , the value at the inspector will preveal. So, the value will be 4. If you now change the value at the script to 5, with

 int power = 4;

But at the inspector there is still a "3", th value will be 3.

You need to declare it, and initialize separetly at the Start

 void Start ()
 {
 power = 5;
 }

This way, the script change the value after the inspector does, so the value will be 5.

Bye:D

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Answer by lightyearz2 · Sep 20, 2017 at 07:49 AM

Thanks, it helped a lot.

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