Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Shikomizue · Jun 10, 2015 at 10:22 PM · collision detectioncharacter controllerdamageenemy ai

Enemy Ai Damage gets done multiple times

Hi there, i have a problem with my Enemy AI, and that is that my enemy should perform a jumpcharge attack which should do 2 damage to my 8 maxHealth Player. Problem is if my enemy jumps my direction i do a get the distance to the enemy to see if it hits, and this works, but the damage gets substracted a lot more, that i end up dead with like -10 health from one jump. Furthermore i want the enemy to stop its movements for two seconds after it jumps, but it just continues moving in the direction which it jumped.

Here is my script so far, help would be appreciated:

 var Distance;
 var Target : Transform;
 var lookAtDistance = 15.0 ;
 var chaseRange = 15.0 ;
 var moveSpeed = 5.0;
 var Damping = 6.0;
 var chargeRange = 1.5 ;
 var chargeHitDistance = 1;
 var damage = 2;
 var controller : CharacterController ;
 var gravity : float = 100.0 ;
 private var moveDirection : Vector3 = Vector3.zero;
 var damageOnce = false;
 var animator : Animator ;
 var chargeReady = true;
 
 function Start ()
 {
     attackTime = Time.time;
     Target = GameObject.Find("Player").transform;
     animator = gameObject.GetComponent(Animator);
     
 }
 
 function Update ()
 {
 
         if(RespawnMenue.playerIsDead == false)
         {    
             Distance = Vector3.Distance(Target.position, transform.position);
         
                 
             if(Distance < lookAtDistance && Distance > chargeRange)
             {    
                 
                 lookAt();    
             }
             
             
             if(Distance > lookAtDistance)
             {
                 GetComponent.<Renderer>().material.color = Color.green;
             }
             
             if(Distance < chargeRange && chargeReady == true)
             {
                 
                 charge();
                 
                 
             }
             else if(Distance < chaseRange )
             {    
                 animator.SetBool("Run" , true);
                 chase();
             }
             
         }
 
 }
 
 function lookAt()
 {
     GetComponent.<Renderer>().material.color = Color.yellow;
     var rotation = Quaternion.LookRotation(Target.position - transform.position);
     transform.rotation = Quaternion.Slerp(transform.rotation, rotation , Time.deltaTime * Damping);
 }    
 
 function chase()
 {
     
     GetComponent.<Renderer>().material.color = Color.red;
     moveDirection = transform.forward;
     moveDirection *= moveSpeed;
     
     moveDirection.y -= gravity * Time.deltaTime;
     controller.Move(moveDirection * Time.deltaTime);
     
 }
 
 function charge ()
 {
         chargeReady = false;
         animator.SetBool("Charge", true);
         
         yield;
         moveDirection = transform.forward;
         moveDirection *= moveSpeed;
     
         moveDirection.y -= gravity * Time.deltaTime;
         controller.Move(moveDirection * Time.deltaTime);
         
         animator.SetBool("Charge", false);
         animator.SetBool("Run" , false);
         damageOnce = false;
         Pause();
     
 }
 
 function ApplyDamage ()
 {
     animator.SetBool("Stagger" , true);
     yield;
     animator.SetBool("Stagger" , false);
 }
 
 
 function Pause()
 {
     
     if (Distance < chargeHitDistance)
     {
         if (damageOnce == false)
         {
             damageOnce = true;
             Target.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
         }
     }
     
     chargeReady = true;
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Enemys dont collide in follow script 1 Answer

collision detection on user-controlled rigidbodies 1 Answer

incomplete Enemy Ai (move/attack on sight) js script 0 Answers

Enemies do damage even after dying 1 Answer

How to push character controller??? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges