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Question by Willy-The-Kid · Aug 17, 2017 at 01:40 PM · timehealth

How to lose a specific amount of health over time

So when my character gets hit by the enemies fire breath, I want to create the feel of the character being set on fire. So while the character is on fire I want him to lose a specific amount of health over a specific amount of time.

For example; lets say he is on fire for 3 seconds and I want to make him lose 30 health for being on fire, how would I evenly distribute losing 30 health for 3 seconds? I dont want the 30 damage to be applied instantly to the health, I want it to slowly tick away at the players health so that at the 3 second mark 30 damage has been dealt.

Thanks.

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Answer by unidad2pete · Aug 17, 2017 at 02:19 PM

 public float health = 1000; // health of player
     public float dmgTick = 100; // Damage each tick
     public float timeXTick = 1; // Time in seconds each tick of damage
     public int totalTicks = 3; // how many seconds ( ticks ) 100 damage each tick
 
     IEnumerator DmgXSecond()
     {
         int ticks = 0;
         int totalTicksTemp = totalTicks;
 
         while (ticks < totalTicksTemp)
         {
             ticks++;
             health -= dmgTick;  // Player recive 100 damage
             yield return new WaitForSecondsRealtime(timeXTick);  // wait 1 second
         }
 
     }
 
     private void Update()
     {
         if(Input.GetKeyDown(KeyCode.Space))
         {
             StartCoroutine("DmgXSecond"); // If Hit Space, 3 ticks of 100 dmg each second.
         }
     }
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Answer by Laurence_B · Aug 17, 2017 at 01:50 PM

 private float timeLeft;
 private bool losingHealth;
 void Start(){
      timeLeft=30f;
      losingHealth = false;
 }
 
 void Update()
      {
          if (losingHealth==true){
              timeLeft -= Time.deltaTime;
              CharacterHealth -= Time.deltaTime;    //to round it use: Mathf.Round (Time:deltaTime* 10f) / 10f;
          if ( timeLeft < 0 )
          {
              losingHealth=false;
          }
      }





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