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Health and ApplyDamage to tagged objects - Help
Hello guys, I have a little problem.
I have a ship firing bullets, and the target is a simple cube (a test object). The cube is tagged as "enemy", and it has an Health script attached.
When I play with one cube only, everything seems working right. But when I put 2 cubes (both from the same prefab), they're both tagged "enemy" and the code doesn't recognize wich one has been hit by my bullets.. it simply decreases health to the last one added to the scene, even though I'm shooting at the other cube.
Here are my 2 codes:
the first one attached to the bullet
var explosion : Transform;
var damage = 15.0;
private var target : GameObject;
// Destroy bullet after collision, spawn an explosion prefab and send message to hit object
function Start () {
target = GameObject.FindWithTag("Enemy");
}
function OnCollisionEnter () {
// Apply damage to target object
target.collider.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
// Destroy missile
Destroy (gameObject);
var theClonedExplosion : Transform;
theClonedExplosion = Instantiate(explosion, transform.position, transform.rotation);
}
then the Health code attached to the Test Cube
var Health = 100.0;
var explosion : Transform;
function ApplyDamage (damage : float) {
Health -= damage;
Debug.Log("Hit!");
if (Health <= 0.0) {
Destroy(gameObject);
var theClonedExplosion : Transform;
theClonedExplosion = Instantiate(explosion, transform.position, transform.rotation);
}
}
How can I fix it? Thank you in advance ;)
Answer by shade88 · Oct 26, 2012 at 09:43 AM
This method return you only last gameObject with tag "Enemy":
target = GameObject.FindWithTag("Enemy");
try this:
var explosion : Transform;
var damage = 15.0;
// Destroy bullet after collision, spawn an explosion prefab and send message to hit object
function OnCollisionEnter (collision : Collision)) {
if(Collision.gameObject.tag="Enemy"){
var target=Collision.gameObject;
// Apply damage to target object
target.collider.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
// Destroy missile
Destroy (gameObject);
var theClonedExplosion : Transform;
theClonedExplosion = Instantiate(explosion, transform.position, transform.rotation);
}
}
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