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Question by Jizi · Sep 20, 2020 at 03:33 PM · instantiateenemyduplicatehealthbarhealth

Instantiate with healthbar dont work correctly

I have a problem with duplicating objects. I have enemies who spawn randomly with the amount of hp. The problem is that when there is more than one enemy and I will damage him hp is subtracted from every enemy instead of one. I have a standard hp script (HealthBar with SetMaxHealth and SetHealth attached to a slider and Enemy with maxhealth and currenthealth attached to the enemy). Also my script with spawn:

public class RandomSpawn : MonoBehaviour {

public GameObject myPrefab;

 public void Spawn()
 {
     Vector3 position = new Vector3(Random.Range(10.0f,- 10.0f), -1.55f, 0);
     Instantiate(myPrefab, position, Quaternion.identity);
 }

}

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avatar image CodesCove · Sep 20, 2020 at 08:04 PM 1
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$$anonymous$$ore info needed.. How is your currenthealth defined (if its static then it will be common with every instance) How do you deter$$anonymous$$e from what prefab instance you reduce the currenthealth and how in practice you do that? Scripts?

avatar image Jizi CodesCove · Sep 20, 2020 at 08:39 PM 0
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Yeap, that was it. I forgot to remove static, Thanks!

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