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HealthBar goes negative?
Does anyone know how to make the healthbar stop at zero? (it currently goes below zero) Thank you.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class HealthBar : MonoBehaviour
{
#region FIELDS
// The player's current health
public int currentHealth;
// The player's max health
public int maxHealth;
// The health bar's speed
public float healthSpeed;
// The health text
public Text healthText;
// The health's image, this is used for color changing
public Image visualHealth;
// The current xValue of the health
private float currentValue;
// How often can I take damage
public float cooldown;
// Indicates if we can take damage or not
private bool onCD;
// The healthbar's canvas
public Canvas canvas;
#endregion
#region PROPERTIES
// Property for accessing the player's health
public int Health
{
get
{
return currentHealth;
}
set
{
currentHealth = value;
}
}
#endregion
// Use this for initialization
void Start()
{
// Sets all start values
onCD = false;
//Sets the current health to the maxHealth
currentHealth = maxHealth;
}
// Update is called once per frame
void Update()
{
HandleHealthbar();
if (Input.GetKeyDown(KeyCode.Space))
{
Health -= 10;
}
}
// Handles the healthbar my moving it and changing color
private void HandleHealthbar()
{
// Writes the current health in the text field
healthText.text = "Health: " + currentHealth;
// Maps the min and max position to the range between 0 and max health
currentValue = Map( currentHealth, 0, maxHealth, 0, 1);
// Sets the fillAmount of the health to simulate reduction of health
visualHealth.fillAmount = Mathf.Lerp( visualHealth.fillAmount, currentValue, Time.deltaTime * healthSpeed );
// If we have more than 50% health we use the green colors
if ( currentHealth > maxHealth /2 )
{
visualHealth.color = new Color32( ( byte ) Map( currentHealth, maxHealth / 2, maxHealth, 255, 0 ), 255, 0, 255 );
}
// If we have less than 50% health we use the red colors
else
{
visualHealth.color = new Color32( 255, ( byte ) Map ( currentHealth, 0, maxHealth / 2, 0, 255 ), 0, 255);
}
}
void OnTriggerStay( Collider other )
{
// Used for simulating taking damage
if ( other.tag == "Damage" )
{
if ( !onCD && currentHealth > 1 )
{
// Makes sure that we can't take damage right away
StartCoroutine ( CoolDownDmg() );
// Uses the Health Property so that we recolor and rescale the health when we change it
Health -= 1;
}
}
// Used for simulating gaining health
if ( other.tag == "Health" )
{
if ( !onCD && currentHealth < maxHealth )
{
// Makes sure that we can't take damage right away
StartCoroutine( CoolDownDmg() );
// Uses the Health Property so that we can recolor and rescale the health when we change it
Health += 1;
}
}
}
// Keeps track of the damage CD
IEnumerator CoolDownDmg()
{
onCD = true;
// Waits a while before we are able to take damage again
yield return new WaitForSeconds( cooldown );
onCD = false;
}
// This method maps a range of numbers into another range
// <param name="x">The value to evaluate</param>
// <param name="in_min">The minimum value of the evaluated variable</param>
// <param name="in_max">The maximum value of the evaluated variable</param>
// <param name="out_min">The minimum number we want to map to</param>
// <param name="out_max">The maximum number we want to map to</param>
// <returns></returns>
public float Map(float x, float in_min, float in_max, float out_min, float out_max)
{
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
}
![alt text][1]
[1]: /storage/temp/44731-heaalq.jpg
I added:
if (Health <= 0)
{
Health = 0;
}
The health now stops going negative, but there is still one issue:
once the currentHealth = 0, the fill keeps cycling (is there a way to stop the fill from continuously going down?)
I tried this:
// Sets the fillAmount of the health to simulate reduction of health
if currentHealth !=0 ()
{
visualHealth.fillAmount = $$anonymous$$athf.Lerp( visualHealth.fillAmount, currentValue, Time.deltaTime * healthSpeed );
}
The issue is once current health = 0 the fill amount stops in its tracks (ie. does not reach 0 fill since it is going down over time) Anyone know how to fix this?

why don't you check if the fillAmount is 0 ins$$anonymous$$d of currentHealth there? Then it should keep lerping until it's at 0, and not do it when it is.
Answer by habsi70 · Apr 20, 2015 at 05:28 PM
You can limit the value of Health when setting it, the code could be written more compact:
public int Health
{
get
{
return currentHealth;
}
set
{
if (value >= 0) {
currentHealth = value;
}
else {
currentHealth = 0;
}
}
}
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