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Question by HaGGGames · Feb 11, 2019 at 05:55 PM · c#unity 5ui

Need Help With My Health,Hunger,Thirst & Stamina Bars. How Can I Get Them Working?

Basically I made a code to control my health, hunger, thirst & stamina bars & it is not working


What is supposed to happen is when I start the game I have 100% health, hunger, thirst & stamina & my hunger & thirst is supposed to decrease over time, my stamina is supposed to decrease when I am running and my hunger and thirst should decrease a little faster while running & when I stop running my stamina is supposed to increase.


All of these things should have an effect on the health after they reach a certain % and when health <= 0 it's supposed to print a string in the counsel saying "you died".


What is happening now is the bars are set at 100% when I start the game which they should be but for some reason the string "you died" print's immediately when I start the game like my health is <= 0 but the bars are showing they are at 100% and health & hunger bars never decrease over time as they should & the stamina does not decrease while I am running and make my hunger & thirst decrease a little faster as it should


So my question to you is how can I fix this problem and get my bars working properly, don't know if it is something in my code that is written wrong or if I am missing something in the code or what it is but maybe someone will know the answer and will be able to help.


Here is the code:


 public float Health;
 public float HealthOverTime;

 public float Hunger;
 public float HungerOverTime;

 public float Thirst;
 public float ThirstOverTime;

 public float Stamina;
 public float StaminaOverTime;

 public Slider HealthBar;
 public Slider HungerBar;
 public Slider ThirstBar;
 public Slider StaminaBar;

 public float MinAmmount = 5f;
 public float Sprintspeed = 5f;

 Rigidbody MyBody;



 // Start is called before the first frame update
 private void Start()
 {
     MyBody = GetComponent<Rigidbody>();

     HealthBar.maxValue = Health;
     HungerBar.maxValue = Hunger;
     ThirstBar.maxValue = Thirst;
     StaminaBar.maxValue = Stamina;

     updateUI();
 }

 // Update is called once per frame
 private void Update()
 {
     CalculateValues();
    
 }
 private void CalculateValues()
 {
     Hunger -= HungerOverTime * Time.deltaTime;
     Thirst -= ThirstOverTime * Time.deltaTime;

     if (Hunger <= MinAmmount || Thirst <= MinAmmount)
     {
         Health -= HealthOverTime * Time.deltaTime;
         Stamina -= HealthOverTime * Time.deltaTime;

     }
     if (MyBody.velocity.magnitude >= Sprintspeed && MyBody.velocity.y == 0)
     {
         Stamina -= StaminaOverTime * Time.deltaTime;
         Hunger -= HungerOverTime * Time.deltaTime;
         Thirst -= ThirstOverTime * Time.deltaTime;
     }
     else
     {
         Stamina += StaminaOverTime * Time.deltaTime;
     }
     if (Health <= 0)
     {
         print("YOU DIED");
     }
     updateUI();
 }

 private void updateUI()
 {
     Health = Mathf.Clamp(Health, 0, 100);
     Hunger = Mathf.Clamp(Health, 0, 100);
     Thirst = Mathf.Clamp(Health, 0, 100);
     Stamina = Mathf.Clamp(Health, 0, 100);

     HealthBar.value = Health;
     HungerBar.value = Hunger;
     ThirstBar.value = Thirst;
     StaminaBar.value = Stamina;
 }

 public void TakeDamage(float amnt)
 {
     Health -= amnt;
     updateUI();
 }
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avatar image xxmariofer · Feb 11, 2019 at 08:49 PM 0
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change the print you died with print health and make tell us the health value, whats the health value in the inspector?

avatar image HaGGGames xxmariofer · Feb 11, 2019 at 09:44 PM 0
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All The Values Are Set To 100 In the Inspector

avatar image xxmariofer HaGGGames · Feb 11, 2019 at 10:01 PM 0
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whats the print showing in the console if you change the you died text for Health?

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avatar image Hellium · Feb 11, 2019 at 10:14 PM 1
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Without digging into the code, I see several problems

 if (Hunger <= $$anonymous$$inAmmount || Thirst <= $$anonymous$$inAmmount)
  {
      Health -= HealthOverTime * Time.deltaTime;
      Sta$$anonymous$$a -= HealthOverTime * Time.deltaTime;// Sta$$anonymous$$a -= Sta$$anonymous$$aOverTime * Time.deltaTime;
  }

AND

  Health = $$anonymous$$athf.Clamp(Health, 0, 100);
  Hunger = $$anonymous$$athf.Clamp(Health, 0, 100); // Hunger = $$anonymous$$athf.Clamp(Hunger, 0, 100);
  Thirst = $$anonymous$$athf.Clamp(Health, 0, 100); // Thirst = $$anonymous$$athf.Clamp(Thirst, 0, 100);
  Sta$$anonymous$$a = $$anonymous$$athf.Clamp(Health, 0, 100); // Sta$$anonymous$$a  = $$anonymous$$athf.Clamp(Sta$$anonymous$$a, 0, 100);
avatar image Hellium Hellium · Feb 12, 2019 at 07:09 AM 1
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About your sta$$anonymous$$a, I would have done this:

 if ($$anonymous$$yBody.velocity.magnitude >= Sprintspeed && $$anonymous$$yBody.velocity.y == 0)

 // Using sqr$$anonymous$$agnitude is better for performances
 if ($$anonymous$$yBody.velocity.sqr$$anonymous$$agnitude >= Sprintspeed * Sprintspeed  && $$anonymous$$athf.Abs( $$anonymous$$yBody.velocity.y ) <= 0.01f ) // Comparing two floats is not advised due to the lack of precision

Also, make sure Sprintspeed does not have a too big value. Use Debug.Log( $$anonymous$$yBody.velocity.magnitude + " - " + Sprintspeed); to check the values

avatar image DCordoba Hellium · Feb 12, 2019 at 08:27 PM 0
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@HaGGGames before ask a new question about the same topic, check this answer, maybe your problem is the float comparision

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Answer by kaarloew · Feb 13, 2019 at 06:55 AM

Use debugger to figure out what the actual values are during runtime.
https://unity3d.com/learn/tutorials/topics/scripting/debugging-unity-games-visual-studio

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