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Question by SterlingStudios · Jul 31, 2014 at 02:45 PM · sendmessageattackinghealth

Multiple Enemies Help

Hello, my problem is not with the enemy attacking player, but the opposite. How do I get multiple variables defined the way I want? I know of arrays, but I have no idea how to use those. Here is my script:

 #pragma strict
 
 var healthGUI : GUIText;
 var health : float;
 var attackTime : float;
 private var zero : float;
 var attackDamage : float;
 var enemyAI : EnemyAI;
 
 function Update () {
     
     zero += Time.deltaTime;
 
     healthGUI.text = "Health: " + health;
 
     if(health >= 70) 
         healthGUI.color = Color.green;
     
     else if(health <= 70 && health > 30)
         healthGUI.color = Color.yellow;
     
     else if(health <= 30)
         healthGUI.color = Color.red;
 
 
     if(Input.GetMouseButtonDown(0) && zero >= attackTime && enemyAI.inArea == true) {
         enemyAI.SendMessage("PlayerHitting", attackDamage, SendMessageOptions.DontRequireReceiver);
     }
 }

As you can see I can only have one enemy attack because I have one variable. I don't want to add a variable every time I have to put a enemy in the scene. Please help! D:

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Answer by Tehnique · Jul 31, 2014 at 03:13 PM

I notice you have an area in which you attack. Is this area centered on the player? If so, the way to go is:

  • Put all your anemies on a layer.

  • Run an OverlapSphere on the enemy layer, centered on the player and with the range you want.

  • Get all hits and send them the message you want.

The implementation is pretty basic, just read the documentation, and you shouldn't have any problems.

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avatar image SterlingStudios · Jul 31, 2014 at 03:26 PM 0
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Thanks! I'll check it out when I have a chance.

avatar image SterlingStudios · Jul 31, 2014 at 04:40 PM 0
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Ins$$anonymous$$d of an OverlapSphere, I used a Trigger. Thanks for pointing me in the right direction, though! Here is the code:

 #pragma strict
 
 var healthGUI : GUIText;
 var health : float;
 var attackTime : float;
 var zero : float;
 var attackDamage : float;
 var inArea : boolean;
 
 function Update () {
     
     zero += Time.deltaTime;
 
     healthGUI.text = "Health: " + health;
 
     if(health >= 70) 
         healthGUI.color = Color.green;
     
     else if(health <= 70 && health > 30)
         healthGUI.color = Color.yellow;
     
     else if(health <= 30)
         healthGUI.color = Color.red;
 }
 
 function Damage (damage : float) {
 
     health -= damage;
     healthGUI.fontSize += 1;
     yield WaitForSeconds(0.01);
     healthGUI.fontSize += 1;
     yield WaitForSeconds(0.01);
     healthGUI.fontSize += 1;
     yield WaitForSeconds(0.01);
     healthGUI.fontSize += 1;
     yield WaitForSeconds(0.01);
     healthGUI.fontSize += 1;
     yield WaitForSeconds(0.01);
     healthGUI.fontSize += 1;
     yield WaitForSeconds(0.01);
     
     //////////////////////////
     
     healthGUI.fontSize -= 1;
     yield WaitForSeconds(0.01);
     healthGUI.fontSize -= 1;
     yield WaitForSeconds(0.01);
     healthGUI.fontSize -= 1;
     yield WaitForSeconds(0.01);
     healthGUI.fontSize -= 1;
     yield WaitForSeconds(0.01);
     healthGUI.fontSize -= 1;
     yield WaitForSeconds(0.01);
     healthGUI.fontSize -= 1;
 }
 
 function OnTriggerStay (col : Collider) {
 
     if(col.gameObject.tag == "Enemy" && zero >= attackTime && Input.Get$$anonymous$$ouseButtonDown(0)) {
         col.gameObject.Send$$anonymous$$essage("PlayerHitting", attackDamage, Send$$anonymous$$essageOptions.DontRequireReceiver);
     }
 }

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