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Question by Anders9009 · Oct 04, 2014 at 03:30 PM · multiplayerplayervariablefunctionmultiple

Entering multiple variables into a function

I am making a multiplayergame and i want to record witch played dealt a certan blow of damage by entering the amount of damage and then the damagedealers name. But i dont know how to do it. Heres my code: using UnityEngine; using System.Collections;

 public class Explosion : Photon.MonoBehaviour {
     public float radius;
     public float power;
     public float damage;
     public float falloff;
     public class Damage {
     public float damage;
     public    PhotonPlayer pl;
     }
 
     // Update is called once per frame
     void Awake () {
         Vector3 explosionPos = transform.position;
         Collider[] colliders = Physics.OverlapSphere(explosionPos, radius);
         foreach (Collider hit in colliders) {
             if (hit && hit.rigidbody)
                 hit.rigidbody.AddExplosionForce(power, explosionPos, radius, 3.0F);
             if (hit.gameObject.tag == "Player") {
                 AcensionPlayermovement script = hit.gameObject.GetComponent<AcensionPlayermovement>();
                 float distance = Vector3.Distance(hit.transform.position, transform.position);
                 //Here i want to send the players name aswell
                 script.ApplyDamage (damage - (distance /falloff+ distance));
             }
     }
 }
 }


and here:

     // and here i want to recive that players name    
     public void  ApplyDamage (float Damage){
             print(Damage);
             Currenthealth =Currenthealth - Damage;
             return;
         }

thanks in advance for your help!

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Answer by 767_2 · Oct 04, 2014 at 03:47 PM

you can pass multiple vars like this

 script.ApplyDamage (damage - (distance /falloff+ distance),name);
 
 public void  ApplyDamage (float Damage,String name){/*  */}

but i think a better approach can be this you should give each player a script that has health variable on it and when a hit happens change its health value

    ////////player script
         public class playerstuff : MonoBehaviour {
             public float health;
             }
         //////////////explosion script
         
            if (hit.gameObject.tag == "Player") {
                   AcensionPlayermovement script = hit.gameObject.GetComponent<AcensionPlayermovement>();
              float distance = Vector3.Distance(hit.transform.position, transform.position);
                        
        hit.gameobject.GetComponent<playerStuff>().health-= damage - (distance /falloff+ distance);
                          
                     }
 



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avatar image Anders9009 · Oct 04, 2014 at 04:17 PM 0
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Thanks. Didnt think that it was possible to pass multiple variables. Dum me i guess :)

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