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Question by alpermimoglu · Nov 03, 2020 at 11:29 PM · uiprogrammingslider

Multiple enemy health bars with 3 different sliders and a game manager script

hi in my team's project I have been tasked with creating health bars for the enemy, currently, the enemy takes damage from the player and the enemy can die I now need to create a health bar for them using the game manager script they all have individual health values but it is controlled under the same script need help with making health bars that reflect every enemy actually health I have canvases and bar objects for all enemies in the scene under the enemy prefab. This is the player movement script that does the attacking:

  if (!Physics.Linecast(Player_Char.transform.position, hit.transform.position, ~(1 << 8)))
                         {
                             //checks if the selected enemy is in range
                             if (Vector3.Distance(Player_Char.transform.position, hit.transform.position) < gameObject.GetComponent<Player_Character>().Range)
                             {
                                 Debug.Log("Hit");
                                 //deal the player's damage to the enemy's current health
                                 hit.transform.GetComponent<Enemy_Manager>().Current_Health -= Player_Char.GetComponent<Player_Character>().Damage;
                                 Player_Char.GetComponent<Player_Character>().Action_Points -= 1;
 
                                 //Update UI here
                           gm.UpdateAPUI(Player_Char.GetComponent<Player_Character>().Action_Points);
                             }
                             else
                             {
                                 Debug.Log("Out of Range");
                             }
                         }

This is the enemy manager-script:

  private void Start()
     {
         Max_Health = 20;
         Current_Health = Max_Health;
         //Game_Manager = GameObject.FindWithTag("Game_Manager");
         //gm = Game_Manager.GetComponent<Game_Manager>();
         Seen_By = 0;
     }
 
     private void Update()
     {
         //UI health update
        //gm.UpdateAPUI(GetComponent<Enemy_Manager>().Current_Health);
 
         //detects if it's dead and removes it if it is
         if (Current_Health <= 0)
         {
             Seen_By = 0;
             Destroy(gameObject);
             Debug.Log("Dead");
         }

lastly here is the game manager script code:

 using UnityEngine.UI;
 
 
 public class Game_Manager : MonoBehaviour
 {
     public TextMeshProUGUI txt;
     public List<GameObject> Player_list;
     //public Slider EneHealthslider1;
     //public Slider EneHealthslider2;
     //public Slider EneHealthslider3;
     private int Random_Int;
     private GameObject Temp_Char;
     private GameObject Current_Char;
     //private GameObject Enemy_1;
     //private GameObject Enemy_2;
     //private GameObject Enemy_3;
     private int Current_Char_Pos;
         // Start is called before the first frame update
     void Start()
     {
         //makes a list of all player characters
         Player_list.AddRange(GameObject.FindGameObjectsWithTag("Player")); 
 
         //randomizes the list of player characters
         System.Random New_Random = new System.Random();
         for (int i = 0; i < Player_list.Count; i++)
         {
             Random_Int = i + (int)(New_Random.NextDouble() * (Player_list.Count - i));
             Temp_Char = Player_list[Random_Int];
             Player_list[Random_Int] = Player_list[i];
             Player_list[i] = Temp_Char;
         }
         Current_Char_Pos = 0;
         Current_Char = Player_list[Current_Char_Pos];
         Current_Char.GetComponent<Player_Character>().End_turn();
         UpdateAPUI(Current_Char.GetComponent<Player_Character>().Action_Points);
         //UpdateEnemyHealthUI1(Enemy_1.GetComponent<Enemy_Manager>().Current_Health);
        // UpdateEnemyHealthUI2(Enemy_2.GetComponent<Enemy_Manager>().Current_Health);
         //UpdateEnemyHealthUI3(Enemy_3.GetComponent<Enemy_Manager>().Current_Health);
     }
 
     //is called when the end turn button is pressed, disables control of the current character and enables it for the next
     public void Turn_End()
     {
         Current_Char.GetComponent<Player_Character>().End_turn();
         Current_Char_Pos += 1;
         if (Current_Char_Pos > Player_list.Count -1)
         {
             Current_Char_Pos = 0;
         }
         Current_Char = Player_list[Current_Char_Pos];
         Current_Char.GetComponent<Player_Character>().End_turn();
         UpdateAPUI(Current_Char.GetComponent<Player_Character>().Action_Points);
         }
     public void UpdateAPUI(int APvalue)
     {
         txt.text = APvalue.ToString();
         
     }
     //public void UpdateEnemyHealthUI1(int EneHealthvalue1)
     //{
         //EneHealthslider1.Slider = EneHealthvalue1.float;
     //}
 //public void UpdateEnemyHealthUI2(int EneHealthvalue2)
   //  {
        
    // }
 //public void UpdateEnemyHealthUI3(int EneHealthvalue3)
   //  {
        
     //}





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