Tanks game script SetHealthUI error
I downloaded the assets for the Tanks game and i followed the tutorial but when im setting the Health bar in the script it says error with SetHealthUI and FillImage.Anyone have a solution?
All I can tell you is there's an error in the TankHealth script on lines 44 and 60, possibly a typo like a missing semicolon or parenthesis. Can't help much more unless you copy/paste the code here (don't forget to highlight the code after pasting and click the '101010' button so it gets formatted for easy reading).
I pasted the code, the error has dissapeared but the health bar is grayed out like there is no script at all or it doesnt recognize the it.
The error has dissapeared but the script is not working properly and the health bar is grayed out like it doesnt exist or the engine doesnt recognize it.
Answer by TectonicAndrew · Nov 09, 2015 at 08:32 AM
using UnityEngine;
using UnityEngine.UI;
public class TankHealth : MonoBehaviour
{
public float m_StartingHealth = 100f; // The amount of health each tank starts with.
public Slider m_Slider; // The slider to represent how much health the tank currently has.
public Image m_FillImage; // The image component of the slider.
public Color m_FullHealthColor = Color.green; // The color the health bar will be when on full health.
public Color m_ZeroHealthColor = Color.red; // The color the health bar will be when on no health.
public GameObject m_ExplosionPrefab; // A prefab that will be instantiated in Awake, then used whenever the tank dies.
private AudioSource m_ExplosionAudio; // The audio source to play when the tank explodes.
private ParticleSystem m_ExplosionParticles; // The particle system the will play when the tank is destroyed.
private float m_CurrentHealth; // How much health the tank currently has.
private bool m_Dead; // Has the tank been reduced beyond zero health yet?
private void Awake ()
{
// Instantiate the explosion prefab and get a reference to the particle system on it.
m_ExplosionParticles = Instantiate (m_ExplosionPrefab).GetComponent<ParticleSystem> ();
// Get a reference to the audio source on the instantiated prefab.
m_ExplosionAudio = m_ExplosionParticles.GetComponent<AudioSource> ();
// Disable the prefab so it can be activated when it's required.
m_ExplosionParticles.gameObject.SetActive (false);
}
private void OnEnable()
{
// When the tank is enabled, reset the tank's health and whether or not it's dead.
m_CurrentHealth = m_StartingHealth;
m_Dead = false;
// Update the health slider's value and color.
SetHealthUI();
}
public void TakeDamage (float amount)
{
// Reduce current health by the amount of damage done.
m_CurrentHealth -= amount;
// Change the UI elements appropriately.
SetHealthUI ();
// If the current health is at or below zero and it has not yet been registered, call OnDeath.
if (m_CurrentHealth <= 0f && !m_Dead)
{
OnDeath ();
}
}
private void SetHealthUI ()
{
// Set the slider's value appropriately.
m_Slider.value = m_CurrentHealth;
// Interpolate the color of the bar between the choosen colours based on the current percentage of the starting health.
m_FillImage.color = Color.Lerp (m_ZeroHealthColor, m_FullHealthColor, m_CurrentHealth / m_StartingHealth);
}
private void OnDeath ()
{
// Set the flag so that this function is only called once.
m_Dead = true;
// Move the instantiated explosion prefab to the tank's position and turn it on.
m_ExplosionParticles.transform.position = transform.position;
m_ExplosionParticles.gameObject.SetActive (true);
// Play the particle system of the tank exploding.
m_ExplosionParticles.Play ();
// Play the tank explosion sound effect.
m_ExplosionAudio.Play();
// Turn the tank off.
gameObject.SetActive (false);
}
}`101010`