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Question by defgam1 · May 30, 2015 at 05:19 PM · enemyontriggerenter

other enemy takes damage first when i hit other one

other enemy takes damage first when i hit other one until it die and just then the one thet i direct hit starting to take damage i use OnTriggerEnter on my shot script. does some one know why is that happens?

this is my shot script:

public class Shotscript : MonoBehaviour {

 public Transform enemy;

 public int minDist = 50;
 public int maxDist = 35;
 public bool isHere = false ;
 public Enemypatrol enemyHit;
 public float power = 100;
 public float moveSpeed = 20;


 // Use this for initialization
 void Start () 
 {
     Invoke ("NoHitDestroy", 4);

     enemyHit = GameObject.FindWithTag("Enemy").GetComponent<Enemypatrol> ();
     enemy = GameObject.FindWithTag ("Enemy").transform;
 }
 
 // Update is called once per frame
 void Update () 
 {


     if (isHere ) 
     {
         //GetComponent<NavMeshAgent> ().destination = enemy.position ;
     }
     if (isHere == false) 
     {
         transform.Translate (Vector3.forward * moveSpeed * Time.deltaTime);

     }

 }
 collosion

 void OnTriggerEnter (Collider other)
 {
     if (other.gameObject.CompareTag ("ShotDict")) 
     {
         isHere = true;
     }

     if (other.gameObject.CompareTag ("Enemy")) 
     {
         enemyHit.totalLife = enemyHit.totalLife - power;
         Destroy(gameObject);
     }
 }

 void NoHitDestroy ()
 {
     Destroy (gameObject);
 }

}

and this is my enemy script:

public class Enemypatrol : MonoBehaviour {

 public Transform followPlayer; 
 private bool isHere  ;
 public int minDist = 50;
 public int maxDist = 35;

 public float totalLife = 1000;
 public float life = 1000;
 public Text lifeText;
 public bool showText ;

 public PlayerArttibutes playerExp;

 // Use this for initialization
 void Start () 
 {

     followPlayer = GameObject.FindWithTag ("Player").transform;
     playerExp = GameObject.FindWithTag ("Player").GetComponent<PlayerArttibutes> ();
 
 }

 // Update is called once per frame
 void Update () 
 {
     showText = false;
     isHere = false;
     transform.LookAt(followPlayer);
     if (Vector3.Distance(followPlayer.position, transform.position) < minDist) 
     {
         showText = true;
         isHere = true;

     }
     if (showText) 
     {
         lifeText.text = "life: " + totalLife.ToString();
     }

     if (isHere) 
     {
         GetComponent<NavMeshAgent> ().destination = followPlayer.position ;
     }

     if (totalLife <= 0) 
     {
     
         showText = false;
         isHere = false;
         Destroy(gameObject);
         playerExp.heroExp += 150;


     }
     if (showText == false) 
     {
         lifeText.text = " " ;
     }


 }





}

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avatar image maccabbe · May 30, 2015 at 05:23 PM 0
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You are assigning enemyHit at Start() and not changing it to reflect the actual object hit in OnTriggerEnter so the enemy assigned at start will be affected by the line

 enemyHit.totalLife = enemyHit.totalLife - power;
avatar image defgam1 · May 31, 2015 at 08:14 PM 0
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so how do i changing it to reflect the actual object hit in OnTriggerEnter ? this is what i dont know.

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