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This question was closed Mar 14, 2013 at 12:00 PM by Fattie for the following reason:

The question is answered, right answer was accepted

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1
Question by Wingbeatz · Mar 14, 2013 at 11:33 AM · c#enemydamagehealth

(C#) Enemy health and take damage from bullets

I just need a clearing on what im doing. Im going to have Heath on my Enemy and its going to take damage from my bullets and when health is <= 0. So far, i have an empty script i calld EnemyHeathScript, where i put

public class EnemyHealth : MonoBehaviour {

 public int EnemyMaxHealth = 100;
 public int EnemyCurHealth = 100;

Thats it so far. And on my bullet script i have

public class DestroyScript : MonoBehaviour {

 public float lifetime = 1.0f;
 void Start ()        
 {
 }
 void Update () {
 }
 void Awake ()
 {
     Destroy (gameObject,lifetime);
 }
 void OnTriggerEnter(Collider other)
 {
     if(other.gameObject.tag == "Enemy")
     {
     
         DestroyObject(other.gameObject);
         Destroy(gameObject);
     }
 }

Not sure what to add on the bullet script and i want to know how to set up my EnemyHealthScrip so it takes damage. I know it isent that hard, but i want to be on the safe side!

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Answer by dorpeleg · Mar 14, 2013 at 11:40 AM

Should be something like this:

  if(other.gameObject.tag == "Enemy")
     {
        other.gameObject.GetComponent<name of enemy health script>().EnemyCurHealth = EnemyCurHealth - damage;
        DestroyObject(other.gameObject);
        Destroy(gameObject);
     }

And you might want to change it so destroying the enemy only happens when EnemyCurHealth

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avatar image koslovdenis · Aug 19, 2017 at 11:16 AM 0
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this isn't working when we have more than one enemy, the health is decreasing from every enemy.. :/

avatar image dorpeleg koslovdenis · Aug 19, 2017 at 07:53 PM 0
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@koslovdenis can you provide more details about how you set your enemy objects?

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