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Question by TheItCrOw · Jan 31, 2018 at 06:54 PM · networkinghealthbarhealth

Network HP Bar

Hey, I wanna implement a FPS HP bar in network. I got the "ApplyDamage" Script all set up and the dealing of the damage works just fine as see in the inspector with the public float health.

Now i want to sync that health Variable with a healthBar. However, with the following script attached, whenever I hit an enemy. MY OWN hp bar goes down. Plus, it drops with 100 to 1 with just 20 damage losing of 100 health. Im really frustrated right now. Thanks in advance

. . .

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.Networking;

public class FPSPlayerHealth : NetworkBehaviour {

 public const int maxHealth = 100;
 [SyncVar]
 public int currentHealth = maxHealth;
 public Image HP;


 Animator anim;


 string DAMAGE_TAKEN = "TakeDamage";


 private void Start()
 {

     anim = GetComponent<Animator>();


 }


 public void TakeDamage(int damage)
 {

     if (!isServer)
     {
         return;
     }

     currentHealth -= damage;

     HP.fillAmount = currentHealth / 100;

     anim.SetTrigger(DAMAGE_TAKEN);

     print("DAMAGE RECEIVED");

     //MAKE DIFFERENT THINGS IF DEAD OR RECEIVE DAMAGE
 }





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