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Question by Aero13 · Sep 11, 2015 at 04:45 PM · playerenemydamage

Enemy Damage to Player

Hi Everyone!

I'm new in scripting, and I have this problem, I set my enemy's damage to 10 and when the enemy attack the player it reduce the players health to 10 but the problem here is when I created/duplicated 2 another enemies it reduces the health of the player by the total damage of 3 of them even though only 1 enemy is attacking my player. this is mya Enemy Script:

public class Enemy : MonoBehaviour {
public int health;

 public int damage;
     
 public float range;
     
 public float chasingRange;
     
 public float attackRange;
     
 public Transform player;

 public float attackImpact;
     
 NavMeshAgent navAgent;
         
 Animation bearAnimation;
     
 public AnimationClip idleAnimation;
 public AnimationClip runAnimation;
 public AnimationClip attackAnimation;
     
 // Use this for initialization
 void Start () 
 {
     navAgent = GetComponent<NavMeshAgent> ();
     InitAnimation ();
 }
 //Initialize Animations
 void InitAnimation()
 {
     bearAnimation = GetComponent<Animation>();
     AnimationEvent attackEvent = new AnimationEvent ();
     attackEvent.time = attackImpact;
     attackEvent.functionName = "Impact";
     attackAnimation.AddEvent (attackEvent);
 }

 void Impact()
 {
     player.GetComponent<Player>().PlayerGetHit(damage);
 }

 // Update is called once per frame
 void Update () 
 {
         
     if(!IsInRange())
     {
         Chase ();
         FollowPlayer ();
     }
     else
     {
         navAgent.SetDestination (transform.position);
         bearAnimation.CrossFade (idleAnimation.name);
     }
         
     AttackMethod ();
 }

 void OnMouseOver()
 {
     Player.opponent = transform;
 }

 bool IsInRange()
 {
     if (Vector3.Distance (transform.position , player.position ) < chasingRange)
     {
         return true;
     }
     else
     {
         return false;
     }
 }
     
 void Chase()
 {
     navAgent.SetDestination (player.transform.position);
     bearAnimation.CrossFade (runAnimation.name);
 }
     
 void FollowPlayer()
 {
     if (Vector3.Distance (transform.position , player.position ) < range) 
     {
         navAgent.SetDestination (player.transform.position);
         bearAnimation.CrossFade (runAnimation.name);
     } 
     else
     {
         navAgent.SetDestination (transform.position);
         bearAnimation.CrossFade (idleAnimation.name);
     }
 }
     
     
 public void EnemyGetHit (int playerDamage)
 {
     health = health - playerDamage;
 }
     
 void AttackMethod()
 {
     if(Vector3.Distance (transform.position, player.position) < attackRange)
     {
         transform.LookAt (player.position);
         bearAnimation.CrossFade (attackAnimation.name);
     }
 }
     

}

And here is my player Script

public class Player : MonoBehaviour { public int health;

 public int damage;

 public float range;

 public static bool isAttacking;

 public static Transform opponent;

 Animation playerAnimation;

 public AnimationClip attackAnimation;

 // Use this for initialization
 void Start () 
 {
     playerAnimation = GetComponent<Animation>();
     isAttacking = false;
 }
 
 // Update is called once per frame
 void Update () 
 {
     Attack ();
 }

 void Attack ()
 {
     if(Input.GetMouseButtonUp (0))
     {
         if(opponent != null && Vector3.Distance(opponent.position, transform.position) < range)
         {
             isAttacking = true;
             transform.LookAt (opponent.position);
             playerAnimation.CrossFade (attackAnimation.name);
             opponent.GetComponent<Enemy>().EnemyGetHit (damage);
         }
     }
     if(!playerAnimation.IsPlaying (attackAnimation.name))
     {
         isAttacking = false;
     }
 }

 public void PlayerGetHit(int enemyDamage)
 {
     health = health - enemyDamage;
 }

}

Hope someone help me, Thanks in Advance!

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