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Question by Gcreator22 · Sep 12, 2016 at 06:30 PM · c#2d gameienumerator

im trying to do an immortal state when my player take damage

im trying to do an immortal state that when my player takes damage but my TakeDamage method not working

     [SerializeField]
 private float immortalTime;
 private bool immortal = false;

 public IEnumerator TakeDamage(int dmg)
 {
     if (!immortal) 
     {
         currentPlayerHealth -= dmg;
         graphics.GetComponent<Animator>().SetTrigger("damage");
         immortal = true;
         StartCoroutine (IndicateImmortal());
         yield return new WaitForSeconds (immortalTime);
         immortal = false;
     }    
 }
 private IEnumerator IndicateImmortal()
 {
     while (immortal) 
     {
         spriteRenderer.enabled = false;
         yield return new WaitForSeconds (.1f);
         spriteRenderer.enabled = true;
         yield return new WaitForSeconds (.1f);
     }
 }

then here is my Damage source script

using UnityEngine; using System.Collections;

public class Spike : MonoBehaviour {

 //[SerializeField]
 public int damage;

 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.tag == "Player") 
     {
         other.GetComponent<Player> ().TakeDamage (damage);
     }    
 }

}

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Answer by Jessespike · Sep 12, 2016 at 07:29 PM

Coroutines needs to be started with StartCoroutine. You're calling TakeDamage as if it was a normal function. Try this:

 public void TakeDamage(int dmg)
 {
     StartCoroutine(TakeDamage_Coroutine(dmg));
 }
 
  IEnumerator TakeDamage_Coroutine(int dmg)
  {
      if (!immortal) 
      {
          currentPlayerHealth -= dmg;
          graphics.GetComponent<Animator>().SetTrigger("damage");
          immortal = true;
          StartCoroutine (IndicateImmortal());
          yield return new WaitForSeconds (immortalTime);
          immortal = false;
      }    
  }
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avatar image Gcreator22 · Sep 13, 2016 at 12:57 PM 0
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Thank you for your help i appreciate it so much :)

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Answer by Hanoble · Sep 12, 2016 at 07:18 PM

TakeDamage is a coroutine, which means you cannot start it like you attempted here in your code:

 void OnTriggerEnter2D(Collider2D other)
  {
      if (other.tag == "Player") 
      {
          other.GetComponent<Player> ().TakeDamage (damage);
      }    
  }

Instead you need to use the StartCoroutine like you did when TakeDamage() starts the IndicateImmortal() coroutine. You could also turn TakeDamage into a regular method, and have it start the coroutine. This is typically better, as the object that starts the coroutine also manages it. An example of that would be this:

 public void TakeDamage(float damage)
 {
        StartCoroutine(TakeDamageCoroutine());
 }
 
 private IEnumerator TakeDamageCoroutine()
 {
        if (!immortal) 
       {
            currentPlayerHealth -= dmg;
            graphics.GetComponent<Animator>().SetTrigger("damage");
            immortal = true;
            StartCoroutine (IndicateImmortal());
            yield return new WaitForSeconds (immortalTime);
            immortal = false;
      }    
 }

Then in the other script you call:

  public int damage;
  void OnTriggerEnter2D(Collider2D other)
  {
      if (other.tag == "Player") 
      {
          other.GetComponent<Player> ().TakeDamage (damage);
      }    
  }

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avatar image Gcreator22 · Sep 13, 2016 at 12:58 PM 0
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thank you for this too :)

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