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how to make explosion with particles do damage
i am making a fps and i made some explosions that do damage to enemies. I have script for enemy and its health. using UnityEngine; using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(Rigidbody))]
public class SC_NPCEnemy : MonoBehaviour, IEntity
{
public float attackDistance = 3f;
public float movementSpeed = 4f;
public float npcHP = 100;
//How much damage will npc deal to the player
public float npcDamage = 5;
public float attackRate = 0.5f;
public Transform firePoint;
public GameObject npcDeadPrefab;
[HideInInspector]
public Transform playerTransform;
[HideInInspector]
public SC_EnemySpawner es;
NavMeshAgent agent;
float nextAttackTime = 0;
Rigidbody r;
// Start is called before the first frame update
void Start()
{
agent = GetComponent<NavMeshAgent>();
agent.stoppingDistance = attackDistance;
agent.speed = movementSpeed;
r = GetComponent<Rigidbody>();
r.useGravity = false;
r.isKinematic = true;
}
// Update is called once per frame
void Update()
{
if (agent.remainingDistance - attackDistance < 0.01f)
{
if (Time.time > nextAttackTime)
{
nextAttackTime = Time.time + attackRate;
//Attack
RaycastHit hit;
if (Physics.Raycast(firePoint.position, firePoint.forward, out hit, attackDistance))
{
if (hit.transform.CompareTag("Player"))
{
Debug.DrawLine(firePoint.position, firePoint.position + firePoint.forward * attackDistance, Color.cyan);
IEntity player = hit.transform.GetComponent<IEntity>();
player.ApplyDamage(npcDamage);
}
}
}
}
//Move towardst he player
agent.destination = playerTransform.position;
//Always look at player
transform.LookAt(new Vector3(playerTransform.transform.position.x, transform.position.y, playerTransform.position.z));
//Gradually reduce rigidbody velocity if the force was applied by the bullet
r.velocity *= 0.99f;
}
public void ApplyDamage(float points)
{
npcHP -= points;
if (npcHP <= 0)
{
//Destroy the NPC
GameObject npcDead = Instantiate(npcDeadPrefab, transform.position, transform.rotation);
//Slightly bounce the npc dead prefab up
npcDead.GetComponent<Rigidbody>().velocity = (-(playerTransform.position - transform.position).normalized * 8) + new Vector3(0, 5, 0);
Destroy(npcDead, 10);
es.EnemyEliminated(this);
Destroy(gameObject);
}
}
}
Thanks in advance. :)
Is the issue that this script isn’t working or that you want explosions to be a different type of attack?
@jackmw94 I want the explosions to be different type of attack that l want to launch rigid bodies and kill enemies. I just don't know where to start. $$anonymous$$y explosion is an object particle child of my projectile.
Answer by qsp18 · Dec 07, 2020 at 02:47 PM
https://docs.unity3d.com/ScriptReference/Physics.OverlapSphere.html
Use this and then iterate through the array and check for a tag, thats on the players
ok, but how would I do damage, the damage variable for enemy is npc.ApplyDamage(damagePoints); i tried putting it in send message. they also don't move when it hits it. is there a way to do it with a rigid body because my enemy has a rigid body. here is my script for my bullet if it helps. using System.Collections; using UnityEngine;
public class SC_Bullet : $$anonymous$$onoBehaviour
{
public float bulletSpeed = 345;
public float hitForce = 50f;
public float destroyAfter = 3.5f;
float currentTime = 0;
Vector3 newPos;
Vector3 oldPos;
bool hasHit = false;
float damagePoints;
// Start is called before the first frame update
IEnumerator Start()
{
newPos = transform.position;
oldPos = newPos;
while (currentTime < destroyAfter && !hasHit)
{
Vector3 velocity = transform.forward * bulletSpeed;
newPos += velocity * Time.deltaTime;
Vector3 direction = newPos - oldPos;
float distance = direction.magnitude;
RaycastHit hit;
// Check if we hit anything on the way
if (Physics.Raycast(oldPos, direction, out hit, distance))
{
if (hit.rigidbody != null)
{
hit.rigidbody.AddForce(direction * hitForce);
IEntity npc = hit.transform.GetComponent<IEntity>();
if (npc != null)
{
//Apply damage to NPC
npc.ApplyDamage(damagePoints);
}
}
newPos = hit.point; //Adjust new position
StartCoroutine(DestroyBullet());
}
currentTime += Time.deltaTime;
yield return new WaitForFixedUpdate();
transform.position = newPos;
oldPos = newPos;
}
if (!hasHit)
{
StartCoroutine(DestroyBullet());
}
}
IEnumerator DestroyBullet()
{
hasHit = true;
yield return new WaitForSeconds(0.5f);
Destroy(gameObject);
}
//Set how much damage this bullet will deal
public void SetDamage(float points)
{
damagePoints = points;
}
}
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