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Question by valen boubee · Aug 05, 2012 at 08:55 PM · rpg

Melee combat error

hey i making an RPG and i´m having trouble with my melee combat script. can anyone help me? this is my playerAttack script:

 using UnityEngine;
 using System.Collections;

  public class PlayerAttack : MonoBehaviour {
   public GameObject target;
   public float attackTimer;
   public float coolDown;

  // Use this for initialization
     void Start () {
       attackTimer = 0;
       coolDown = 2.0f;
 
    }
 
  // Update is called once per frame
    void Update () {
     if(attackTimer > 0)
     attackTimer -= Time.deltaTime;
 
 if(attackTimer < 0)
    attackTimer = 0;
 
    if(Input.GetKeyUp(KeyCode.F)){
    if(attackTimer == 0){
      Attack();
      attackTimer = coolDown;
  }
   }
  }

     private void Attack(){
        float distance = Vector3.Distance(target.transform.position, transform.position);
 
       Vector3 dir = (target.transform.position - transform.position).normalized;
 
      float direction = Vector3.Dot(dir, transform.forward);
 
      if (distance < 2.5f){
      if (direction > 0){
      EnemyHealth eh = (EnemyHealth)target.GetComponent (&quot;EnemyHealth&quot;);
      eh.AddjustCurrentHealth(-10);
      }
    }
  }
 }
 



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avatar image Muuskii · Aug 05, 2012 at 09:00 PM 0
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What is the issue that you're having? I don't even see where target is assigned. $$anonymous$$aybe that's done in the editor?

avatar image valen boubee · Aug 05, 2012 at 11:51 PM 0
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the problem is that when I hit f nothing happens, The health doesn't go down and the enemy doesn't attack me either. the target is assigned in the editor

avatar image fafase · Aug 06, 2012 at 08:51 AM 0
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There is an easy way to tackle down issues, place some Debug.Log("Here now"); to see if the program goes in the Input and then place one in the function to see if it goes.

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Answer by fafase · Aug 05, 2012 at 09:08 PM

First thing you could use:

    attackTimer -= Time.deltaTime;
    if(Input.GetKeyUp(KeyCode.F)&& attackTimer<=0){
      Attack();
      attackTimer = coolDown;
   }

I think also you want to use

 if(Vector3.Dot(target.transform.forward, transform.forward)<0){
   EnemyHealth eh = target.GetComponent<EnemyHealth>();
    eh.AddjustCurrentHealth(-10);
 }

Your GetComponent was a mix of UnityScript for C#.

This is giving the dot product of the forward of the player and the forward of the target. If the result is less than 0 then the two vectors are opposite direction.

P.S I have no Unity to try it...

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avatar image valen boubee · Aug 05, 2012 at 11:53 PM 0
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ok thanks I'll try it tomorrow and then I'll tell what happend

avatar image valen boubee · Aug 08, 2012 at 12:03 AM 0
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I fix it the target was wrong

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