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Question by dreg_master · Jul 02, 2018 at 08:21 AM · unity 5array of gameobjects

Trouble with maths relating to GameObject[] anyone able to assist with a formula

Hi Guys,

I'm trying to make this system where i have a bunch of damage sprites in a sprite[3] array. player has 100 Health

4 Sprites to be assigned evenly over the 100 health int range. How do i write a formula? That's easy right, just assign a sprite at 100 health of sprite[0], then at 75 do sprite[1] and 50 do sprite[2] and 25 do sprite[3]. But i am struggling with the math.

I want to make it so no matter how many sprites I add or remove from the array the math will work and divide the health up into the amount of sprites I have and then somehow assign the sprites as needed.

MaxPlayerHealth(100) / sprites[].length(4) = 25 (Each Sprite rep 25 Segment)

here is my Code so far

  private void OnTriggerEnter2D(Collider2D col) //Colider is Bullet //Triger is Enemy Object
     {
         //Debug.Log($"Enemy has detected a colission {col.ToString()}");
         if (col.gameObject.tag == "Bullet")
         {
 
             //SET SPRITE
             int spriteToActivateIndex = Mathf.Abs(HealthStarting / Health) / sprites);
                 //Mathf.Clamp((HealthStarting / Health) / LifecycleSprites.Length, 0, LifecycleSprites.Length);
             print("EnemyHealth - Sprite Index " + spriteToActivateIndex); 
             sr.sprite = LifecycleSprites[spriteToActivateIndex];
 
             //Set Explosions
             int explosionToActivateIndex = Mathf.Abs(HealthStarting / Health) / explosions;
             print("EnemyHealth - Explosion Index " + explosionToActivateIndex);
             GameObject ToSetActive = ExplosionsPrefabs[explosionToActivateIndex];
             ToSetActive.SetActive(true);
 
             Destroy(col.gameObject, 0.25f); //destroy bullet
 
 
         }
     }
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avatar image dreg_master · Jul 02, 2018 at 10:12 AM 0
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I mean, I could be dodgy and wrap it in a try catch, because all the divide by zero and index-exceptions are nearer to the end of the Objects life anyway, that's not really what I want but will work for now.

 try
             {
                 //SET SPRITE
                 int spriteToActivateIndex = $$anonymous$$athf.Abs(HealthStarting / Health) / sprites;
                 //$$anonymous$$athf.Clamp((HealthStarting / Health) / LifecycleSprites.Length, 0, LifecycleSprites.Length);
                 print("EnemyHealth - Sprite Index " + spriteToActivateIndex);
                 sr.sprite = LifecycleSprites[spriteToActivateIndex];
 
             }
             catch (IndexOutOfRangeException Ior)
             {
 
                 print(Ior);
                 Destroy(gameObject);
             }


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