- Home /
 
shooting multiple enemies using raycast
im having problems with shooting multiple enemies, i had no problem with one but as soon as i've duplicated the enemy ive opened up a whole world of problems it seems...
i have attached the script in the hope that i may have made a small error:
using UnityEngine; using System.Collections; using System.Collections.Generic;
public class ShootAndTarget : MonoBehaviour {
 public List<GameObject> targets;
 public float attackTimer;
 public float coolDown;
 
 public float range = 1000;
 public float force = 1000;
 public RaycastHit hit;
 public AudioClip gunShot;
 public GameObject spark;
 public GameObject smoke;
 public GameObject Explosion;
 
 public GameObject bulletHole;
 
 // Use this for initialization
 void Start () {
    attackTimer = 0;
    coolDown =0.0f;
 
    GameObject[] enemyTargets = GameObject.FindGameObjectsWithTag("Enemy");
    if (enemyTargets != null)
    {
      foreach(GameObject go in enemyTargets)
      {
       targets.Add(go);
      }
    }
 
 }
 
 // Update is called once per frame
 void Update () {
 
     if(attackTimer > 0)
         attackTimer -= Time.deltaTime;
 
     if(attackTimer < 0)
         attackTimer = 0;
 
     if(Input.GetButtonDown("Fire1")){
            if(attackTimer == 0) {
             audio.PlayOneShot(gunShot);
             Rayshoot();
             Attack();
            attackTimer = coolDown;
         }
     }
     
         
 
 }
 
  public  void Rayshoot(){    
     
    Vector3 direction_ray = transform.TransformDirection(Vector3.forward);
    Debug.DrawRay(transform.position, direction_ray * range, Color.blue);
    if(Physics.Raycast(transform.position, transform.forward, out hit, Mathf.Infinity)){
                 
         //Instantiate(bulletHole, hit.point + (hit.normal * floatInFrontOfWall), Quaternion.LookRotation(hit.normal)); 
         Instantiate(spark, hit.point, Quaternion.identity);
         
     if(hit.collider.tag == "Level"){
         //Instantiate(smoke, hit.point, Quaternion.identity);    
             
         }
         
     if(hit.collider.tag == "Crate"){
         hit.rigidbody.AddForceAtPosition (transform.forward * force, hit.point);    
         hit.rigidbody.AddExplosionForce(force, hit.point, 1);
         }            
         
     if(hit.collider.tag == "Drum"){
         //Instantiate(spark, hit.point, Quaternion.identity);
         hit.rigidbody.AddForceAtPosition (transform.forward * force, hit.point);    
         hit.rigidbody.AddExplosionForce(force, hit.point, 1);                    
             }    
         
         
         //Enemy
         
         if(hit.collider.tag == "Enemy"){
             if(hit.transform.name == "Enemy") {
              hit.gameobject.getcomponent<EnemyHealth>().AdjustCurrentHealth(-10);
                 }
         }
         //    hit.collider.tag = "Dead";
         Instantiate(spark, hit.point, Quaternion.identity);
             
         }
     }
 
               }
p.s. i know there are similar questions already out there but.... this is a shot attack not a melee attack
i cant get it to take away health from the enemy that i hit
ok i have managed to take away health but unfortunatly now it takes health from every enemy in the scene!! O_O
 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class ShootAndTarget : $$anonymous$$onoBehaviour {
 
 public List<GameObject> targets;
 public float attackTimer;
 public float coolDown;
 
 public float range = 1000;
 public float force = 1000;
 public RaycastHit hit;
 public AudioClip gunShot;
 public GameObject spark;
 public GameObject smoke;
 public GameObject Explosion;
 
 public GameObject bulletHole;
 
 // Use this for initialization
 void Start () {
    attackTimer = 0;
    coolDown =0.0f;
 
    GameObject[] enemyTargets = GameObject.FindGameObjectsWithTag("Enemy");
    if (enemyTargets != null)
    {
      foreach(GameObject go in enemyTargets)
      {
       targets.Add(go);
      }
    }
 
 }
 
 // Update is called once per frame
 void Update () {
 
     if(attackTimer > 0)
         attackTimer -= Time.deltaTime;
 
     if(attackTimer < 0)
         attackTimer = 0;
 
     if(Input.GetButtonDown("Fire1")){
            if(attackTimer == 0) {
             audio.PlayOneShot(gunShot);
             Rayshoot();
             Attack();
            attackTimer = coolDown;
         }
     }
     
         
 
 }
 
  public  void Rayshoot(){    
     
    Vector3 direction_ray = transform.TransformDirection(Vector3.forward);
    Debug.DrawRay(transform.position, direction_ray * range, Color.blue);
    if(Physics.Raycast(transform.position, transform.forward, out hit, $$anonymous$$athf.Infinity)){
                 
         //Instantiate(bulletHole, hit.point + (hit.normal * floatInFrontOfWall), Quaternion.LookRotation(hit.normal)); 
         Instantiate(spark, hit.point, Quaternion.identity);
         
     if(hit.collider.tag == "Level"){
         //Instantiate(smoke, hit.point, Quaternion.identity);    
             
         }
         
     if(hit.collider.tag == "Crate"){
         hit.rigidbody.AddForceAtPosition (transform.forward * force, hit.point);    
         hit.rigidbody.AddExplosionForce(force, hit.point, 1);
         }            
         
     if(hit.collider.tag == "Drum"){
         //Instantiate(spark, hit.point, Quaternion.identity);
         hit.rigidbody.AddForceAtPosition (transform.forward * force, hit.point);    
         hit.rigidbody.AddExplosionForce(force, hit.point, 1);                    
             }    
         
         
         //Enemy
         
         if(hit.collider.tag == "Enemy"){
             
         }
         //    hit.collider.tag = "Dead";
         Instantiate(spark, hit.point, Quaternion.identity);
             
         }
     }
 
 private void Attack() {
     
     if (targets == null) return;
     
     foreach (GameObject target in targets)
    {
      if (target != null)
      {
         EnemyHealth eh = (EnemyHealth)target.GetComponent("EnemyHealth");
         eh.AdjustCurrentHeath(-10);
         }
     }
 }
 
 
                  }
Answer by TheBrian 666 · Jul 16, 2013 at 09:19 PM
ok might have sorted it... i dunno if this is 100% sensible but thanks to you markedagain it works i edited yours and it works :D
Thankyou!!!!
here is the code:
if(hit.collider.tag == "Enemy"){ EnemyHealth eh = (EnemyHealth)hit.collider.GetComponent("EnemyHealth"); eh.AdjustCurrentHeath(-10);
         }
 
              Answer by Mill0698 · Jul 16, 2013 at 10:15 PM
Seems like you are trying to just take away health when the raycast hits that target... Try 'SendMessage' works great for me!
Your problem when it comes to every Enemy loosing health is your Attack() Function, its looping through all Enemies and attacking them.
Solution:
 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
  
 public class ShootAndTarget : MonoBehaviour {
  
 public List<GameObject> targets;
 public float attackTimer;
 public float coolDown;
  
 public float range = 1000;
 public float force = 1000;
 public RaycastHit hit;
 public AudioClip gunShot;
 public GameObject spark;
 public GameObject smoke;
 public GameObject Explosion;
  
 public GameObject bulletHole;
  
 // Use this for initialization
 void Start () {
    attackTimer = 0;
    coolDown =0.0f;
  
    GameObject[] enemyTargets = GameObject.FindGameObjectsWithTag("Enemy");
    if (enemyTargets != null)
    {
      foreach(GameObject go in enemyTargets)
      {
       targets.Add(go);
      }
    }
  
 }
  
 // Update is called once per frame
 void Update () {
  
     if(attackTimer > 0)
         attackTimer -= Time.deltaTime;
  
     if(attackTimer < 0)
         attackTimer = 0;
  
     if(Input.GetButtonDown("Fire1")){
            if(attackTimer == 0) {
          audio.PlayOneShot(gunShot);
          Rayshoot();
             //Attack();  -- NO NEED FOR THIS
            attackTimer = coolDown;
         }
     }
  
  
  
 }
  
  public  void Rayshoot(){   
  
    Vector3 direction_ray = transform.TransformDirection(Vector3.forward);
    Debug.DrawRay(transform.position, direction_ray * range, Color.blue);
    if(Physics.Raycast(transform.position, transform.forward, out hit, Mathf.Infinity)){
  
        //Instantiate(bulletHole, hit.point + (hit.normal * floatInFrontOfWall), Quaternion.LookRotation(hit.normal)); 
        Instantiate(spark, hit.point, Quaternion.identity);
  
     if(hit.collider.tag == "Level"){
        //Instantiate(smoke, hit.point, Quaternion.identity); 
  
        }
  
     if(hit.collider.tag == "Crate"){
        hit.rigidbody.AddForceAtPosition (transform.forward * force, hit.point);  
        hit.rigidbody.AddExplosionForce(force, hit.point, 1);
        }        
  
     if(hit.collider.tag == "Drum"){
        //Instantiate(spark, hit.point, Quaternion.identity);
        hit.rigidbody.AddForceAtPosition (transform.forward * force, hit.point);  
        hit.rigidbody.AddExplosionForce(force, hit.point, 1);           
          }    
  
  
        //Enemy
  
        if(hit.collider.tag == "Enemy"){
             hit.gameobject.SendMessage("AdjustCurrentHeath", damage);
        }
        //    hit.collider.tag = "Dead";
       
        Instantiate(spark, hit.point, Quaternion.identity);
  
        }
     }
  /*
 private void Attack() {
  
     if (targets == null) return;
  
     foreach (GameObject target in targets)
    {
      if (target != null)
      {
        EnemyHealth eh = (EnemyHealth)target.GetComponent("EnemyHealth");
        eh.AdjustCurrentHeath(-10);
        }
     }
 }*/
 
              Your answer