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Question by matteonite · Dec 30, 2012 at 08:30 PM · c#targetburgzergarcademobhealth

Burgzergarcade VitalBar.cs Problem

I followed burgergarcade's tutorial for the VitalBar.cs, but I have a problem. When ever I target a Mob Slug, my players health turns into the mobs health so when I target a mob I get his health status... I've looked it over an couldn't figure out what's wrong.

Here is my VitalBar.cs

 using UnityEngine;
 using System.Collections;
 
 public class VitalBar : MonoBehaviour {
     public bool _isPlayerHealthBar;        //this boolean value tells us if this is the player health bar or the mob health bar 
     
     private int _maxBarLength;                //this is how large the vital bar can be if the player is at 100% health
     private int _curBarLength;                //this is the current length of the vital bar
     private GUITexture _display;
     
     void Awake(){
         _display = gameObject.GetComponent<GUITexture>();
     }
     
     // Use this for initialization
     void Start () {
 //        _isPlayerHealthBar = true;
         
         _maxBarLength = (int)_display.pixelInset.width;
         _curBarLength = _maxBarLength;
         _display.pixelInset = CalculatePosition();
         OnEnable();
     }
     
     // Update is called once per frame
     void Update () {
     
     }
     
     //this method is called when the gameobject is enabled
     public void OnEnable(){
         if(_isPlayerHealthBar)
             Messenger<int, int>.AddListener("player health update", OnChangeHealthBarSize);
         else
             ToggleDisplay(false);
             Messenger<int, int>.AddListener("mob health update", OnChangeHealthBarSize);
             Messenger<bool>.AddListener("show mob vitalbars", ToggleDisplay);
     }
     
     //this method is called when the gameobject is disabled
     public void OnDisable(){
         if(_isPlayerHealthBar)
             Messenger<int, int>.RemoveListener("player health update", OnChangeHealthBarSize);
         else
             Messenger<int, int>.RemoveListener("mob health update", OnChangeHealthBarSize);
             Messenger<bool>.RemoveListener("show mob vitalbars", ToggleDisplay);
     }
     
     //this method will calculate the total size of the health bar in relation to % of health the target has left
     public void OnChangeHealthBarSize(int curHealth, int maxHealth){
 //        Debug.Log("We heard and event: curHealth = " + curHealth + " - maxHealth = " + maxHealth);
         
         _curBarLength = (int)((curHealth / (float)maxHealth) * _maxBarLength);        //this calculates the current bar length based on the player cur health%
         _display.pixelInset = CalculatePosition();
     }    
     
     //setting the healthbar to the player or mob 
     public void SetPlayerHealthBar(bool b){
         _isPlayerHealthBar = b;    
     }
     
     private Rect CalculatePosition(){
         float yPos =  _display.pixelInset.y / 2 - 15;
                 
         if(!_isPlayerHealthBar){
             float xPos = (_maxBarLength - _curBarLength) - (_maxBarLength / 4 + 15);
             return new Rect(xPos, yPos, _curBarLength, _display.pixelInset.height);
         }
         
         return new Rect(_display.pixelInset.x, yPos, _curBarLength, _display.pixelInset.height);
     }
     
     private void ToggleDisplay(bool show){
         _display.enabled = show;
     }
 }





If this helps here is my TargetMob.cs script:

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class TargetMob : MonoBehaviour {
     public List<Transform> targets;
     public Transform selectedTarget;
     private Transform myTransform;
     
     // Use this for initialization
     void Start () {
         targets = new List<Transform>();
         selectedTarget = null;
         myTransform = transform;
         AddAllEnemies();
     }
     
     public void AddAllEnemies(){
         GameObject[] go = GameObject.FindGameObjectsWithTag("Enemy");     
         
         foreach(GameObject enemy in go)
         AddTarget(enemy.transform);
     }    
     
     public void AddTarget(Transform enemy){
         targets.Add(enemy);
         
     }    
     
     private void SortTargetsByDistance(){//selects nearest enemy as target
         targets.Sort(delegate(Transform t1, Transform t2) { 
             return Vector3.Distance(t1.position, myTransform.position).CompareTo(Vector3.Distance(t2.position, myTransform.position));
                 });
     }    
     private void TargetEnemy(){
           if(targets.Count == 0)
             AddAllEnemies();
         
         if(targets.Count > 0){
             if(selectedTarget == null){
             
             SortTargetsByDistance();
             selectedTarget = targets[0];    
         }else{
         
             int index = targets.IndexOf(selectedTarget); //cycles through index of enemy list
                 if (index < targets.Count - 1){
                     index++;    
             }else{
                 index = 0;
             }    
             DeselectTarget();
             selectedTarget = targets[index];
         }    
         SelectTarget();    
         }    
     }
     
     private void SelectTarget(){ //colors selected target
         Transform name = selectedTarget.FindChild("Name");
         
         if(name == null){
             Debug.LogError("Could not find the name on " + selectedTarget.name);
             return;
         }
         
         name.GetComponent<TextMesh>().text = selectedTarget.GetComponent<Mob>().Name;
         name.GetComponent<MeshRenderer>().enabled = true;
         selectedTarget.GetComponent<Mob>().DisplayHealth();
         Messenger<bool>.Broadcast("show mob vitalbars", true);
     }    
     
     private void DeselectTarget(){ // uncolors previously selected targets
         selectedTarget.FindChild("Name").GetComponent<MeshRenderer>().enabled = false;
         selectedTarget = null;
         Messenger<bool>.Broadcast("show mob vitalbars", true);
     }
     // Update is called once per frame
     void Update () {
         if(Input.GetKeyDown(KeyCode.Tab)){
             TargetEnemy();
         }    
     }
 }


Let me know if you need more information

Thanks in Advance

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Answer by $$anonymous$$ · Mar 20, 2013 at 08:02 AM

i have similar problem- my player bar on the left decreases its size to the right, my mob on the right decreases its size to the left, ther the wrong way round

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