Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Sansgamer120 · Dec 17, 2020 at 09:08 PM · variables

How to set multiple objects to a single variable

i am making multiple characters and I want my enemy to attack all of them. in other words i want all of them to share the same variable. this is the code referring to the player. using UnityEngine; using UnityEngine.SceneManagement;

 public class SC_EnemySpawner : MonoBehaviour
 {
     public GameObject enemyPrefab;
     public SC_DamageReceiver Player;
  
     public Texture crosshairTexture;
     public float spawnInterval = 2; //Spawn new enemy each n seconds
     public int enemiesPerWave = 5; //How many enemies per wave
     public Transform[] spawnPoints;
 
     float nextSpawnTime = 0;
     int waveNumber = 1;
     bool waitingForWave = true;
     float newWaveTimer = 0;
     int enemiesToEliminate;
     //How many enemies we already eliminated in the current wave
     int enemiesEliminated = 0;
     int totalEnemiesSpawned = 0;
 
     
 
     // Start is called before the first frame update
     void Start()
     {
        
 
         //Wait 10 seconds for new wave to start
         newWaveTimer = 2;
         waitingForWave = true;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (waitingForWave)
         {
             if (newWaveTimer >= 0)
             {
                 newWaveTimer -= Time.deltaTime;
             }
             else
             {
                 //Initialize new wave
                 enemiesToEliminate = waveNumber * enemiesPerWave;
                 enemiesEliminated = 0;
                 totalEnemiesSpawned = 0;
                 waitingForWave = false;
             }
         }
         else
         {
             if (Time.time > nextSpawnTime)
             {
                 nextSpawnTime = Time.time + spawnInterval;
 
                 //Spawn enemy 
                 if (totalEnemiesSpawned < enemiesToEliminate)
                 {
                     Transform randomPoint = spawnPoints[Random.Range(0, spawnPoints.Length - 1)];
 
                     GameObject enemy = Instantiate(enemyPrefab, randomPoint.position, Quaternion.identity);
                     SC_NPCEnemy npc = enemy.GetComponent<SC_NPCEnemy>();
                     npc.playerTransform = Player.transform;
                     npc.es = this;
                     totalEnemiesSpawned++;
                 }
             }
         }
 
         if (Player.playerHP <= 0)
         {
             if (Input.GetKeyDown(KeyCode.U))
             {
                 Scene scene = SceneManager.GetActiveScene();
                 SceneManager.LoadScene(scene.name);
             }
         }
     }
 
     void OnGUI()
     {
         GUI.Box(new Rect(10, Screen.height - 35, 100, 25), ((int)Player.playerHP).ToString() + " HP");
 
 
         if (Player.playerHP <= 0)
         {
             GUI.Box(new Rect(Screen.width / 2 - 75, Screen.height / 2 - 20, 150, 40), "Game Over\nPress 'U' to Restart");
         }
         else
         {
             GUI.DrawTexture(new Rect(Screen.width / 2 - 3, Screen.height / 2 - 3, 6, 6), crosshairTexture);
         }
 
         GUI.Box(new Rect(Screen.width / 2 - 50, 10, 100, 25), (enemiesToEliminate - enemiesEliminated).ToString());
 
         if (waitingForWave)
         {
             GUI.Box(new Rect(Screen.width / 2 - 125, Screen.height / 4 - 12, 250, 25), "Waiting for Wave " + waveNumber.ToString() + ". " + ((int)newWaveTimer).ToString() + " seconds left...");
         }
     }
 
     private void NewMethod()
     {
         GUI.Box(new Rect(Screen.width / 2 - 35, Screen.height - 35, 70, 25), Player.weaponManager.selectedWeapon.bulletsPerMagazine.ToString());
     }
 
     public void EnemyEliminated(SC_NPCEnemy enemy)
     {
         enemiesEliminated++;
 
         if (enemiesToEliminate - enemiesEliminated <= 0)
         {
             //Start next wave
             newWaveTimer = 2;
             waitingForWave = true;
             waveNumber++;
         }
     }
 }


thanks in advance :)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by sacredgeometry · Dec 17, 2020 at 09:35 PM

Add them to some sort of collection or array.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Sansgamer120 · Dec 17, 2020 at 09:57 PM 0
Share

How do i do that?

avatar image
0

Answer by spilat12 · Dec 17, 2020 at 10:28 PM

Hi. Why not just do as follows:

     public GameObject[] Characters;

And when enemies attack them, just do

     for (int i = 0; i < Characters.Length; i++)
     {
         Characters[i].GetComponent<Health>().Damage();        
     }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

134 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

What's wrong in "simple" script? 0 Answers

How to 'link' variables? 1 Answer

Weird issues when adding an object to a variable. 1 Answer

Scaling code to take in variables without using reflection... How to do it? 1 Answer

Unity thinks one of my variables is a System.type 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges