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 Vel_1828 · Jul 09, 2014 at 06:19 PM · arrayenemysendmessagemelee

Array - SendMessage to two Targets.

The situation is:

I have a melee weapon script - it consists of the Physics Overlap Sphere, in which targets will get Damage, when the Player pushes Fire button. The problem is: I need it to Send Message just to the first two of the Targets (of more specificly: number of enemies determined by Max Targets variable).

FOR NOW:

It simply sends message to ALL Enemies in range. How should I limit it to just two enemies?

The Code:

 #pragma strict
 
 public var MeleeRange : float = 5;
 public var TheDamage : float = 500;
 var TargetsInRange = new Transform[2]; //<-- Number "2" is there for a placeholder.
 var MaxTargets : int = 2; //<-- This should be the number of Enemies to SendMessage.
 
 
 function Update ()
 {
 
  var TargetsInRange = Physics.OverlapSphere(transform.position, MeleeRange);
 
     
     for each (var Target in TargetsInRange)
     {
         if (Input.GetButtonDown("Fire") && Target.gameObject.transform.tag == "Enemy")
         {
         Target.SendMessage("ApplyDamageNormal", TheDamage, SendMessageOptions.DontRequireReceiver);
         }
     }
 }

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by robertbu · Jul 09, 2014 at 06:20 PM

Try changing your for() to something like this:

 for (var i = 0; i < Mathf.Min(TargetsInRange.Length, MaxTargets); i++)
 {
     var Target = TargetsInRange[i];
     if (Input.GetButtonDown("Fire") && Target.gameObject.transform.tag == "Enemy")
     {
     Target.SendMessage("ApplyDamageNormal", TheDamage, SendMessageOptions.DontRequireReceiver);
     }
 }

Note I would suggest moving your 'Input.GetButtonDown("Fire")' enclosing everything else in this function. There is no reason to do the Physics.OverlapSphere() if the button did not go down this frame.

Comment
Add comment · Show 2 · 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 Vel_1828 · Jul 09, 2014 at 07:58 PM 0
Share

Ha! Works like a charm! :D Good thinking with moving Input too - I'll need to keep in $$anonymous$$d to not clutter Update() to much. ;)

Thanks a lot! :)

avatar image robertbu · Jul 09, 2014 at 09:39 PM 0
Share

Actually, you need to detect Input.GetButtonDown() in update, but you want to enclose the rest of your logic. It will be something like:

 function Update()
 {
     if (Input.GetButtonDown("Fire") 
     {
         // The rest of the code goes here
     }
 }

This way you don't do the Physics.OverlapSphere() or the for() loop unless the button is pressed down. The code above does it every frame.

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

2 People are following this question.

avatar image avatar image

Related Questions

instantiating objects problem 1 Answer

Remove object from List after gameObject was destroyed in between Scene loads 1 Answer

Damage applied to the wrong object 1 Answer

add waypoint to transform[] 2 Answers

Problem sending array to unity player using SendMessage 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