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Question by Simon 5 · Mar 19, 2012 at 08:38 PM · triggertimerdamagerepeat

How to repeat damage

Hello, I am asking this question only after searching for similar ones and not finding a solution to the problem.

I have written this simple script that applies damage to my player when it enters a trigger.

var damage = 1;

 function OnTriggerEnter(other:Collider)
 {
     if(other.gameObject.CompareTag("Player"))
     {
         other.gameObject.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
     }
 }

This works perfectly but the player is only hurt once each time the trigger is hit, I would like the player to keep recieving damage over time while in the trigger until they leave it.

I have tried setting up a timer for this.

 var damage = 1;
 var damageTimer = 0.0;
 
 function OnTriggerEnter(other:Collider)
 {
     if(damageTimer==0.0)
     {
     if(other.gameObject.CompareTag("Player"))
     {
         damageTimer = Time.Time;
     }
     if((damageTimer+0.05) > Time.Time)
     {
         return;
     }
     else
     {
     other.gameObject.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
     damageTimer = Time.Time;
     }
 }


This does not apply any damage at all and gives me a null reference exception but no other errors.

If someone could please point out to me what I have done wrong, it may be a simple solution but I just can't see it.

Thank you for reading.

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Answer by Scribe · Mar 19, 2012 at 09:59 PM

I believe you could simply use OnTriggerStay:

 var damage = 1;
 
 function OnTriggerStay(other:Collider)
 {
     if(other.gameObject.CompareTag("Player"))
     {
        other.gameObject.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
     }
 }

However this method would then add damage every frame and would therefore you would probably want a very small damage variable, as well as this the frame rate will vary so the damage/second will also vary

Alternatively I might use the InvokeRepeating command to do something like this:

 var damage = 1;
 
 function OnTriggerEnter(other:Collider){
     if(other.gameObject.CompareTag("Player")){
         InvokeRepeating("Damage" /*function name*/, 0 /*amount of time to wait before starting the function*/, 0.5 /*how often to apply damage in seconds*/);
     }
 }
 
 function OnTriggerExit(other:Collider){
     CancelInvoke("Damage");
 }
 
 function Damage () {
     other.gameObject.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
 }

That code is untested I'm afraid so forgive me if it doesn't work straight off but you could play around with that idea.

Hope that helps,

Scribe

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