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Question by Yebe · Jan 13, 2015 at 09:37 AM · c#damageweapon

How to make different weapons deals different damage to enemy in C#

I'm making a shooter game where the player fires multiple weapons at the same time and the each weapons have different damage. For example: PeaShooter deal 3 damage per bullet while CarrotShooter deal 5 damage per bullet.

Here's my Enemy script if needed.

 using UnityEngine;
 using System.Collections;
 
 public class EnemyStats : MonoBehaviour
 {
     public float enemyHealth = 30f;
     private float currentHealth;
     public bool enemyKilled = false;
 
     public GameObject weapon;
     private PeaShooter weaponDamage;
     
     void Start()
     {
         weaponDamage = weapon.GetComponent<PeaShooter>();
     }
 
     void OnTriggerEnter(Collider other)
     { 
         enemyHealth -= weaponDamage.ProjectileDamage;
         currentHealth = enemyHealth;
         
         if (enemyHealth <= 0f)
         {
             Destroy(gameObject);
         }
     }
 }


How to make weapon other than PeaShooter deal it's own damage to the enemy? do i have to make another

 weaponDamage = weapon.GetComponent<CarrotShooter>();

or is there other way / the correct way to do this?

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Answer by Digital-Phantom · Jan 13, 2015 at 09:45 AM

You're going to need 2 sets of variables. One for your peashooter (you already got this) and another for your carrotshooter.

Then in your Ontrigger event tell it to deduct the damage from both weapons

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avatar image gjf · Jan 13, 2015 at 11:23 AM 1
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whilst that might work, a better solution is to create a base class which all weapons can inherit from.

 public class Weapon : $$anonymous$$onoBehavior
 {
     public float Health;

     // add other common methods/variables/etc. here
 }
 
 public class PeaShooter : Weapon
 {
     // methods/variables/etc. specific to PeaShooter
 }
 
 public class CarrotShooter : Weapon
 {
     // methods/variables/etc. specific to CarrotShooter
 }

then to get a reference to Health you do the following:

 var weapon = gameObject.GetComponent<Weapon>();
 if (weapon != null)
 {
     // do something with weapon.Health
 }

do some research on inheritance (and interfaces while you're at it) to get a better explanation of how they can help...

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