Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Sillan · Feb 12, 2013 at 06:39 PM · javascriptactivebarlifehealth

Life Bar System Help

Hey Guys, I'm new to unity and was looking for a bit of help. I wrote this script here to manage the Player's lives if hit by a bullet. When the player is hit, a value of 2 is added to the variable "liveamount". Then the script decides what gui texture to display depending on what value "liveamount" is. It works so far as when the player is hit "liveamount" goes up by 2 every time but further down where the script checks what number it is the gui textures don't change. Would anyone be able to help me. I would be so so greatful and give your credit in the game credits if i finish my game and put it on Google play. Thanks so much guys, Johnny.

This is the script:

 var liveamount : int = 0;
 
 
 var life1:GameObject;
 var life2:GameObject;
 var life3:GameObject;
 var life4:GameObject;
 var life5:GameObject;
 var life6:GameObject;
 var life7:GameObject;
 var life8:GameObject;
 var life9:GameObject;
 var life10:GameObject;
 
 
 var youlose:GameObject;
 
 
 
 
 
 function OnTriggerEnter(hit : Collider){
 
  if(hit.gameObject.tag =="helibullet")
         {
         Destroy(hit.gameObject);
         liveamount +=1;
         }
         }
 
 function Update(){
 }
 
 if(liveamount == 0){
     //what guis to show
     life1.active = false;
     life2.active = false;
     life3.active = false;
     life4.active = false;
     life5.active = false;
     life6.active = false;
     life7.active = false;
     life8.active = false;
     life9.active = false;
     life10.active = true;
     youlose.active = false;
     
 }
 else if(liveamount == 2){
     //what guis to show
         life1.active = false;
     life2.active = false;
     life3.active = false;
     life4.active = false;
     life5.active = false;
     life6.active = false;
     life7.active = false;
     life8.active = false;
     life9.active =  true;
     life10.active = false;
     youlose.active = false;
 }
 else if(liveamount == 4){
     //what guis to show
         life1.active = false;
     life2.active = false;
     life3.active = false;
     life4.active = false;
     life5.active = false;
     life6.active = false;
     life7.active = false;
     life8.active = true;
     life9.active = false;
     life10.active = false;
     youlose.active = false;
 }
 else if(liveamount == 6){
     //what guis to show
         life1.active = false;
     life2.active = false;
     life3.active = false;
     life4.active = false;
     life5.active = false;
     life6.active = false;
     life7.active = true;
     life8.active = false;
     life9.active = false;
     life10.active = false;
     youlose.active = false;
 }
 else if(liveamount == 8){
     //what guis to show
         life1.active = false;
     life2.active = false;
     life3.active = false;
     life4.active = false;
     life5.active = false;
     life6.active = true;
     life7.active = false;
     life8.active = false;
     life9.active = false;
     life10.active = false;
     youlose.active = false;
 }
 else if(liveamount == 10){
     //what guis to show
         life1.active = false;
     life2.active = false;
     life3.active = false;
     life4.active = false;
     life5.active = true;
     life6.active = false;
     life7.active = false;
     life8.active = false;
     life9.active = false;
     life10.active = false;
     youlose.active = false;
 }
 else if(liveamount == 12){
     //what guis to show
         life1.active = false;
     life2.active = false;
     life3.active = false;
     life4.active = true;
     life5.active = false;
     life6.active = false;
     life7.active = false;
     life8.active = false;
     life9.active = false;
     life10.active = false;
     youlose.active = false;
 }
 else if(liveamount == 14){
     //what guis to show
         life1.active = false;
     life2.active = false;
     life3.active = true;
     life4.active = false;
     life5.active = false;
     life6.active = false;
     life7.active = false;
     life8.active = false;
     life9.active = false;
     life10.active = false;
     youlose.active = false;
 }
 else if(liveamount == 16){
     //what guis to show
         life1.active = false;
     life2.active = true;
     life3.active = false;
     life4.active = false;
     life5.active = false;
     life6.active = false;
     life7.active = false;
     life8.active = false;
     life9.active = false;
     life10.active = false;
     youlose.active = false;
 }
 else if(liveamount == 18){
     //what guis to show
         life1.active = true;
     life2.active = false;
     life3.active = false;
     life4.active = false;
     life5.active = false;
     life6.active = false;
     life7.active = false;
     life8.active = false;
     life9.active = false;
     life10.active = false;
     youlose.active = false;
 }
 else if(liveamount == 20){
     //what guis to show
         life1.active = false;
     life2.active = false;
     life3.active = false;
     life4.active = false;
     life5.active = false;
     life6.active = false;
     life7.active = false;
     life8.active = false;
     life9.active = false;
     life10.active = false;
     youlose.active = true;
     yield WaitForSeconds(5.0);  
             Application.LoadLevel("LevelSelect");
     
 }
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image FL · Feb 12, 2013 at 07:02 PM 0
Share

Post the GUI script. I strong recommend you to use an Array for life variable.

avatar image hoy_smallfry · Feb 12, 2013 at 11:07 PM 0
Share

I agree with FL 4. An array would make this code a lot more clean, and you could possibly match your array index with your liveamount for more simpilicity.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Sillan · Feb 13, 2013 at 12:56 AM

I don't really have a GUI script. I have one on the unlocked icon gui's which load a particular level. Do you know how to do an array variable? Thankyou so much for your help :D

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image hoy_smallfry · Feb 13, 2013 at 01:32 AM 0
Share

Unity Script Reference - Arrays

There's plenty of documentation on it; You could even pick up a book on Javascript and learn a few neat things.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Damage not triggering in build 1 Answer

How To Make Health Decrease 4 Answers

Health Bar fire damage 1 Answer

Health Bar and PlyGame 0 Answers

GameObject.active won't enable a GUITexture? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges