Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by VicciGames · Jul 29, 2013 at 03:07 AM · collisiontriggerontriggerentertargetsendmessage

OnTriggerEnter - Assign as a Target to Player Script

I have a script on my NPC saying if an enemy enters the area, assign the player to a variable indicating that its being targeted. Then, on my player I have a script assigning the enemy that enters its trigger to a target variable. Reason why I have it like this is because if I only have the player side, the target will only be assigned if the enemy actually walks into the bounds of the trigger.

The problem is, the targets aren't being assigned at all on both sides, the player side used to work when an NPC actually walks into the player trigger.

I'm using these scripts for a simple combat system, which I will eventually convert to using a combination of this and RayCasts. Thank you!

Everything was working well until I added the NPC side of the script.


Here's my player Hit script:

 using UnityEngine;
 using System.Collections;
 
 public class Hit : MonoBehaviour {
     
     public int hitCount;
     public GameObject target;
     public float enemyCurrentHealth;
     public string name;
     public float playerDamage;
     public bool isAttacking;
     public bool hasHit;
     public float delayTime;
     public float delayTime2;
 
     void Start () {
 
     }
     
     void Update() {
         if(Input.GetMouseButtonDown(0) && (!isAttacking) && (!animation.IsPlaying("Regular_swing"))) {
             StartCoroutine(Attack(delayTime, delayTime2, playerDamage));    
         }
     }
     
     
     void OnTriggerEnter(Collider collision) {
             
         name = collision.name.ToString();
         target = collision.gameObject;
 
     }
     
     void OnTriggerExit(Collider collision) {
         
         target = null;
     }
     
     
     IEnumerator Attack(float delayTime, float delayTime2, float playerDamage) {
             isAttacking = true;
             animation.Play("Regular_swing");
             yield return new WaitForSeconds(delayTime);
             hasHit = true;
             hitCount += 1;
         
             //commit damage
             if(target)
             target.SendMessageUpwards("ApplyDamage", playerDamage);
         
             yield return new WaitForSeconds(delayTime2);
             hasHit = false;
             isAttacking = false;
             target = null;    
     }
 }



And this Is my enemy targetactivate script.

 using UnityEngine;
 using System.Collections;
 
 public class TargetActivate : MonoBehaviour {
     
     public GameObject beingTargetedBy;
 
     
     void OnTriggerEnter(Collider collision) {
             
         beingTargetedBy = collision.gameObject;
         collision.GetComponent<Hit>().target = gameObject;
 
     }
     
     void OnTriggerExit(Collider collision) {
         
         beingTargetedBy = null;
         collision.GetComponent<Hit>().target = null;
     }
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

15 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

On Trigger Enter, Collide with object, specific collision 1 Answer

Trigger Spawning? 1 Answer

Colliding two GameObjects 1 Answer

Keep doing something while colliding 1 Answer

How do I ignore trigger objects for collision? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges