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Adding a floating health bar
Hello guys,
I need a simple health bar to add it on top of each of my spawned soldiers in a strategy game. Further down I will copy my script that takes care of health:
using UnityEngine;
using System.Collections;
public class health : MonoBehaviour {
//max health. you set this to what you want his health to be
public int maxhealth=50;
public int currenthealth;
//cant die
public bool invincible;
public bool dead;
// Use this for initialization
void Start () {
givereward=true;
AI ai=(AI)GetComponent("AI");
if(ai) ai.health=maxhealth;
currenthealth=maxhealth;
healthsave=maxhealth;
}
// Update is called once per frame
void Update () {
//tell ai when health is changed
if(healthsave>currenthealth|healthsave<currenthealth){
AI ai=(AI)GetComponent("AI");
if(ai){
ai.health=currenthealth;
healthsave=currenthealth;
}
}
//death
if(dead){
AI ai=(AI)GetComponent("AI");
if (ai && !ai.dead){ // if ai.dead not set yet...
ai.dead = true; // set it and destroy capsule
Destroy(transform.Find("Capsule").gameObject);
}
//tell ai that he is dead
if(ai)ai.dead=true;
Destroy (gameObject,30);
}
else {
givereward=true;
}
if(currenthealth>=maxhealth) currenthealth=maxhealth;
//if health is less than zero
if(currenthealth<=0){
//check if invincible if not death
if(invincible)dead=false;
else dead=true;
currenthealth=0;
}
//regenerate
if(regenerate){
if(currenthealth<maxhealth¤thealth>0){
regtimer+=Time.deltaTime;
if(regtimer>regenerationtime){
currenthealth=currenthealth+regenerationamount;
regtimer=0;
}
}
}
}
}
What is needed to add to the code to have a simple health bar ? I tried and created one with GUIText, and eve though it was visible on the camera, it didn't show when I attached it with the script to an object.
Please help :D
Answer by MikeNewall · May 19, 2013 at 02:13 AM
Here you go! All you need to do is hook up your health variable.
using UnityEngine;
public class HealthBar : MonoBehaviour
{
public Font font;
public int fontSize = 8;
public Vector3 Offset = Vector3.zero; // The offset from the character
private float health = 100;
private TextMesh bar;
void Start()
{
// Setup the text mesh
bar = new GameObject("HealthBar").AddComponent("TextMesh") as TextMesh;
bar.gameObject.AddComponent("MeshRenderer");
bar.gameObject.transform.parent = transform;
bar.transform.localPosition = Vector3.zero + Offset;
if(font) bar.font = font;
else bar.font = GUI.skin.font;
bar.renderer.material = font.material;
bar.characterSize = 0.25f;
bar.alignment = TextAlignment.Center;
bar.anchor = TextAnchor.MiddleCenter;
bar.fontSize = fontSize;
}
void Update()
{
// Hook up your health variable here
if(bar.text != "HP: " + health.ToString()) bar.text = "HP: " + health.ToString();
}
}
Thanks, but I don't understand exactly what you mean by health variable. Which block of script are you refering to as health variable ?
The text that displays the health is being set in Update using the health variable. When that variable changes the text updates with it.
You need to change the update code to use the variable which stores the health of your soldier.
if(bar.text != "HP: " + health.ToString()) bar.text = "HP: " + health.ToString();
All that line says is if the health bar text is different from our current health then update the text. "health" is what you need to replace with the variable that stores your soldiers health
Yes, I tried replace the health.ToString() into currenthealth.ToString() also declaring in the HealthBar script the health script :
public class health = health;
Still not working
Basicly I don't know how to address the variable currenthealth from the health.cs in the HealthBar.cs script. Any ideas ?
You need to get a reference to your health script. As long as the health bar script is attached to your soldier you can use GetComponent do do that.
public class HealthBar : $$anonymous$$onoBehaviour
{
private Health health;
void Start()
{
health = GetCompnent("Health") as Health;
}
}
Then you can go:
health.currentHealth
to access your health.
private Health .. it says I should have it as something else.. Float or .. ?
And for health = GetCompnent("Health") as Health; it says : HealthBar.Health is a 'field' but a 'type' was expected
Answer by primus88 · May 19, 2013 at 03:31 PM
All I need is a script in C# that creates a healthbar (green front and grey Background), that decreases when health of object goes down.
I tried so many things for days now that is getting very frustrating considering I solved much more complicated things than this..
Any help would be gretely appreciated.
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