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Question by Foggy321 · Jan 06, 2014 at 02:20 AM · variabledamagelinkinghealth-deductionhealth

Calling a variable from one script to another

I have two scripts, one is a health script, the other is a damage script. At the moment, the damage script just destroys the enemy as soon as the weapon touches it. But how do I make it deduct a specific amount of health when it hits the enemy?

This is the health script

 using UnityEngine;
     using System.Collections;
     
     public class Health : MonoBehaviour
     {
         public int maxHealth;
     
         public int MaxHealth 
         {
             get {return maxHealth;}
         }
         
         public int currentHealth;
     
         public int CurrentHealth
         {
             get {return currentHealth;}
         }
     
         public void ModifyHealth (int modifyAmount)
         {
             currentHealth += modifyAmount;
             if (currentHealth <= 0) 
             {
                 currentHealth = 0;
             } 
             else if (currentHealth > maxHealth) 
             {
                 currentHealth = maxHealth;
             }
         }
         
         public void SetMaxHealth (int setAmount)
         {
             maxHealth += setAmount;
         }
         
         void Start ()
         {
             SetMaxHealth (100);
             ModifyHealth (100);
         }
     }  


This is what I have of my damage script so far:

 using UnityEngine;
 using System.Collections;
 
 public class Damage : MonoBehaviour
 {
     public void OnTriggerEnter(Collider other)
     {
         Destroy(other.gameObject);
     }
 
     // Use this for initialization
     void Start ()
     {
     
     }
     
     // Update is called once per frame
     void Update ()
     {
     
     }
 }

Thanks, Brendan

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Answer by ncallaway · Jan 06, 2014 at 02:29 AM

In the damage script, you can get the Health component from the other object. Once you've got that, you can access public variables, properties, and methods on that component.

 using UnityEngine;
 using System.Collections;
 
 public class Damage : MonoBehaviour
 {
     public void OnTriggerEnter(Collider other)
     {
         Health enemyHealth = other.GetComponent<Health>();
         if (enemyHealth == null)
         {
             // you've collided with an object that doesn't have a health component.
             // you can handle this however you want...
         }
         else
         {
             enemyHealth.ModifyHealth(-10); // or whatever damage value you want...
         }
     }
  
     // I've omitted the rest of the Damage script, as it's not relevant
 }
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avatar image Foggy321 · Jan 06, 2014 at 06:30 AM 0
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That worked great. Thanks heaps!

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