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Question by rafip · Oct 04, 2017 at 09:38 PM · c#uisliderintvalue

How To Make Healthbar Value Slowly Decrease?

How do I make a healthbar value slowly decrease?

What I have: public Slider Healthbar;

     void OnTriggerEnter(Collider enemy)
     {
         Healthbar.value -= Random.Range(2, 5); // I need help here!
 
 
         if (Healthbar.value <= 0) {
             anim.Play ("Dead");
         }
     }
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avatar image Salmjak · Oct 06, 2017 at 09:03 PM 0
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What exactly do you want to do? Do you want the GUI to show a s$$anonymous$$dily decreasing HP going towards the new value? In that case, create a coroutine which constantly Lerps the Healthbar.value to another variable, e.g. "targetHP" and then you change targetHP when subtracting health.

OR do you want to have a damage over time effect? If you want a DoT you should use OnTriggerStay and then use Time.deltaTime like Full$$anonymous$$e7alJacke7 said.

avatar image rafip Salmjak · Oct 07, 2017 at 02:45 PM 0
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Yes, exactly what I want! How do I write the code for s$$anonymous$$dily decreasing HP going towards the new value?

Please add to my code:

         public Slider Healthbar;
         public Canvas GameOver$$anonymous$$enu;
         public Canvas NewHSCanvas;
         public Canvas HBCanvas;
         public Canvas BlockPlaceCanvas;
         public GameObject WallGO;
         public GameObject Land$$anonymous$$eGO;
         public GameObject Cannon;
         public Slider PlyrDead;
         private Animation anim;
         int isDead = 0;
         //public Slider PlyrHlthDamaging;
         //public Slider PlayerIsDead;
         //bool isAttacking = false;
         //int plyrDamaged = 0;
         //int plyrDamageSet = 0;
         //bool isplyrDamaged = false;
     
         void OnTriggerEnter(Collider enemy)
         {
             Healthbar.value -= Random.Range (1.25f, 2.5f); // Here is where I want the new code to s$$anonymous$$dily decrease!
     
             if (Healthbar.value <= 0 && isDead == 0) {
                 PlyrDead.value -= 1;
                 anim.Play ("Dead");
                 isDead = 1;
                 NewHSCanvas.enabled = false;
                 StartCoroutine(WaitDeathGOScrn());
                 NewHSCanvas.enabled = false;
             }
         }
     
         IEnumerator WaitDeathGOScrn () {
             //NewHSCanvas.enabled = false;
             //yield return new WaitForSeconds(0.05f);
             //NewHSCanvas.enabled = false;
             //yield return new WaitForSeconds(1.95f);
             yield return new WaitForSeconds(2.0f);
             BlockPlaceCanvas.enabled = false;
             GameOver$$anonymous$$enu.enabled = true;
             HBCanvas.enabled = false;
         }

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Answer by FullMe7alJacke7 · Oct 05, 2017 at 03:49 PM

You could do something like....

Healthbar.value -= Random.Range(2,5) * Time.DeltaTime;

I'm not 100% sure if that line will work for what you want, but I have a feeling you need to incorporate the unity timescale into your code to reach the desired effect.

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avatar image rafip · Oct 05, 2017 at 07:26 PM 0
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Thanks, but how do I define DeltaTime?

avatar image rafip · Oct 05, 2017 at 07:32 PM 0
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Nvm. Doesnt work. :/

avatar image FullMe7alJacke7 rafip · Oct 06, 2017 at 08:40 PM 0
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DeltaTime doesn't need to be defined. It might not work exactly how I wrote it, but I'm sure there is a way to use it correctly that would help you.

You might want to try using a float to keep track of time and then subtract the amount of time passed from the healthbar value float. Another way would be to use a coroutine as they can be used in ways that would be similar to doing something every frame, except they don't rely on framespeed

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