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Question by emersonmaxwell · Feb 09, 2021 at 04:48 AM · timetime.deltatimehealth barhealth-deductionhealth

How to Make Health Decrease Over Time

Hi all,

I have been trying without luck to implement other people's code from similar questions to my own script. Basically I have a health bar that I would like to be constantly ticking down e.g. losing 1 health point/second. Here is the code, any help would be greatly appreciated. Thanks in advance.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 
 public class HealthController : MonoBehaviour
 {
     public UnityEngine.Events.UnityEvent OnDeath;
 
     [SerializeField] public float playerHealth;
     [SerializeField] public float maxHealth;
     [SerializeField] public Image healthImage;
 
     [SerializeField] public int damage;
 
     void Start()
     {
 
     }
 
     public void ButtonClick()
     {
         playerHealth -= damage;
         UpdateHealth();
         if(playerHealth < 0)
             OnDeath.Invoke();
     }
 
 
 
     private void UpdateHealth()
     {
         healthImage.fillAmount = playerHealth / maxHealth;
     }
 
    
 
 }
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Answer by RodrigoAbreu · Feb 09, 2021 at 04:55 AM

@emersonmaxwell, you can do that in different ways, here are 3:

  1. InvokeRepeating

          void Start () 
          {
              InvokeRepeating("UpdateHealth", 1f, 1f);  //1s delay, repeat every 1s
          }
    
          void UpdateHealth() 
          {
          }
    
    
  2. Coroutine

          IEnumerator Start() 
          {
              while(true) 
              {
                  yield return new WaitForSeconds(1f);
                  UpdateHealth();
              }
          }
          void UpdateHealth() 
          {
          }
    
    
  3. Update

          float elapsed = 0f;
          
          void Update() 
          {
              elapsed += Time.deltaTime;
              if (elapsed >= 1f) 
              {
                  elapsed = elapsed % 1f;
                  UpdateHealth();
              }
          }
         
          void UpdateHealth() 
          { 
          }
    
    
    
    
    
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Answer by emersonmaxwell · Feb 09, 2021 at 03:00 PM

Thank you very much Rodrigo this works perfectly and I really appreciate your help. I used your second method like so:

     [SerializeField] public int damagetaken;
 
     IEnumerator Start()
     {
         while (true)
         {
             yield return new WaitForSeconds(2f);
             playerHealth += damagetaken;
             UpdateHealth();
 
         }
     }

Then in the Inspector I am able to add a value to the Damage Taken thus controlling how much damage per second occurs.

Thanks again!

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avatar image RodrigoAbreu · Feb 09, 2021 at 03:43 PM 1
Share

Cool, yeah you can also do something like this:

 IEnumerator Start()
 {
     while (playerHealth > 0)
     {
         yield return new WaitForSeconds(2f);
         playerHealth -= damagetaken;
         UpdateHealth(); 
     }
 
     if (playerHealth < 0)
     {
         playerHealth = 0;
     }
 
     OnDeath.Invoke();
 }

Passing the damagetaken as a negative value in the inspector might be a bit confusing, so I'd pass it as a plain positive number and subtract on damage instead. Another thing you could also pass via inspector is the damageFrequency instead of hardcoding 2f : yield return new WaitForSeconds(2f). Just some ideas.

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