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Question by lukittoburrito · Jun 04, 2020 at 03:11 AM · c#gameobjectprefabnewbiehealth

My Health Bar Script Won't Work When I Turn My Enemy Into A Prefab

I'm new to Unity and the solution to this problem is probably really simple but I haven't found the answer anywhere else so I figured I would ask here. I followed this tutorial on how to make a health bar ( https://www.youtube.com/watch?v=BLfNP4Sc_iA ) and it worked great. In the tutorial, the "deal damage" function was on the player but in my project, it's on the enemy. I got it working until I needed to spawn in enemies. In order to do so, my enemies had to be prefabs. When I made them into prefabs, the health bar was no longer in the field for it in the inspector (10:12 in the video). It was giving me an error. I changed the health bar item into a prefab and I was able to put it into the field. It no longer gave me an error but it also wasn't changing the health bar. I don't expect anyone to go through the trouble of helping here but if you could, I would really appreciate it. If you need me to add the scripts I could just leave a comment or something I'm not entirely sure how Unity answers works either.

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Answer by cortvi · Jun 08, 2020 at 10:14 PM

Try this:

 void SpawnEnemy(Transform _enemy)
 {
     Debug.Log("Spawning Enemy:" + _enemy.name);
  
     Transform _sp = spawnPoints[Random.Range(0, spawnPoints.Length)];
     var e = Instantiate(_enemy, _sp.position, _sp.rotation).GetComponent<Enemy> ();
     e.healthBar = this.healthBar;
 }
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Answer by lukittoburrito · Jun 06, 2020 at 11:02 PM

Enemy spawner

     public enum SpawnState {SPAWNING, WAITING, COUNTING};
 
     [System.Serializable]
     public class Wave
     {
         public string name;
         public Transform enemy;
         public int count;
         public float rate;
     }
 
     public Wave[] waves;
     private int nextWave = 0;
 
     public Transform[] spawnPoints;
     public HealthBar healthBar;
 
     public float timeBetweenWaves = 5f;
     private float waveCountdown;
 
     private float searchCountdown = 1f;
 
     private SpawnState state = SpawnState.COUNTING;
 
     void Start()
     {
         if (spawnPoints.Length == 0)
         {
             Debug.LogError("No Spawn Points Referenced");
         }
 
         waveCountdown = timeBetweenWaves;
     }
 
     void Update()
     {
         if (state == SpawnState.WAITING)
         {
             if (!EnemyIsAlive())
             {
                 WaveCompleted();
             }
             else
             {
                 return;
             }
         }
 
         if (waveCountdown <= 0)
         {
             if (state != SpawnState.SPAWNING)
             {
                 StartCoroutine(SpawnWave(waves[nextWave]));
             }
         }
         else
         {
             waveCountdown -= Time.deltaTime;
         }
 
 
     }
     void WaveCompleted()
     {
         Debug.Log("Wave Completed");
 
         state = SpawnState.COUNTING;
         waveCountdown = timeBetweenWaves;
 
         if (nextWave + 1 > waves.Length - 1)
         {
             nextWave = 0;
             Debug.Log("All Waves Completed. Looping...");
         }
         else
         {
             nextWave++;
         }
 
         
     }
 
     bool EnemyIsAlive()
     {
         searchCountdown -= Time.deltaTime;
 
         if (searchCountdown <= 0f)
         {
             searchCountdown = 1f;
             if (GameObject.FindGameObjectWithTag("enemy") == null)
             {
                 return false;
             }
         }
         return true;
     }
 
     IEnumerator SpawnWave (Wave _wave)
     {
         Debug.Log("Spawning Wave..." + _wave.name);
         state = SpawnState.SPAWNING;
 
         for (int i = 0; i < _wave.count; i++)
         {
             SpawnEnemy(_wave.enemy);
             yield return new WaitForSeconds(1f / _wave.rate);
         }
 
         state = SpawnState.WAITING;
 
         yield break;
     }
 
     void SpawnEnemy(Transform _enemy)
     {
         Debug.Log("Spawning Enemy:" + _enemy.name);
 
         Transform _sp = spawnPoints[Random.Range(0, spawnPoints.Length)];
         Instantiate(_enemy, _sp.position, _sp.rotation);
     }
 }


enemy script

 {
     private float time = 0.0f;
     public float damage = 2f;
     public float attackSpeed = 2f;
 
     public HealthBar healthBar;
 
     Transform target;
     void Start()
     {
         target = PlayerManager.instance.player.transform;
         agent = GetComponent<NavMeshAgent>();
     }
     void Update()
     {
         float distance = Vector3.Distance(target.position, transform.position);
 
         if (distance <= lookRadius)
         {
             agent.SetDestination(target.position);
 
             if (distance <= agent.stoppingDistance)
             {
                 FaceTarget();
                 
             }
         }
 
         time += Time.deltaTime;
 
         if (time >= attackSpeed)
         {
             time = 0.0f;
 
             if (distance <= agent.stoppingDistance && playerStats.baseHealth >= 0)
             {
                 Attack();
             }
         }
 
     }
     void Attack()
     {
         Debug.Log(playerStats.currentHealth);
         _ = playerStats.currentHealth -= damage;
         healthBar.SetHealth(playerStats.currentHealth);
     }
 
 
     
 }
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avatar image lukittoburrito · Jun 09, 2020 at 12:19 AM 0
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@cortvi OH $$anonymous$$Y GOD THANK YOU SO $$anonymous$$UCH I HAVE BEEN SEARCHING THE INTERNET FOR A LONG TI$$anonymous$$E LOOKING FOR THIS ANSWER. But seriously you are a god thx :)

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