The damage to my player keeps stacking even after I quit the game and restart.
I'm trying to have my player take 25 damage from an enemy bullet. But whenever he takes damage it stacks for some reason. Even if I stop the game and replay it, the damage is saved and continues to stack.
He starts with 100 health:
Now after so many stacks he now takes 1000's of damage:
Here is my code: using System.Collections; using System.Collections.Generic; using UnityEngine;
public class enemy_bullet_damage_controller : MonoBehaviour
{
[SerializeField] private float bullet_damage;
[SerializeField] private player_health_controller player_object;
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
damage();
}
}
void damage()
{
player_object.player_health = player_object.player_health - bullet_damage;
player_object.update_health();
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class player_health_controller : MonoBehaviour
{
public float player_health;
//[SerializeField] private Text health_text;
public Text health_text;
//----------------------------------------------------------------
private void Start()
{
update_health();
}
// Update is called once per frame
public void update_health()
{
health_text = GameObject.Find("health amount").GetComponent<Text>();
health_text.text = player_health.ToString("0");
if (player_health <= 0)
{
Debug.Log("Game Over!!!");
}
}
}
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