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health drops to soon
I like to know why if i shoot de enemy it's health going down to health1 and not step by stept: health10,health9,health8,...health1?
static var healthcount:int=10;
var health0:Texture2D;
var health1:Texture2D;
var health2:Texture2D;
var health3:Texture2D;
var health4:Texture2D;
var health5:Texture2D;
var health6:Texture2D;
var health7:Texture2D;
var health8:Texture2D;
var health9:Texture2D;
var health10:Texture2D;
function Start () {
}
function Health2(){
var healthtexture = GameObject.Find("10");
if(healthcount <10){ healthtexture.guiTexture.texture = health9; }
if(healthcount <9){ healthtexture.guiTexture.texture = health8; }
if(healthcount <8){ healthtexture.guiTexture.texture = health7; }
if(healthcount <7){ healthtexture.guiTexture.texture = health6; }
if(healthcount <6){
healthtexture.guiTexture.texture = health5; }
if(healthcount <5){ healthtexture.guiTexture.texture = health4; }
if(healthcount <4){ healthtexture.guiTexture.texture = health3; }
if(healthcount <3){ healthtexture.guiTexture.texture = health2; }
if(healthcount <2){ healthtexture.guiTexture.texture = health1; }
if(healthcount <1){ healthtexture.guiTexture.texture = health0; }
}
InvokeRepeating("Gothit",0,0.5); function Gothit(){ healthcount -=1; }
function OnTriggerEnter(myTrigger : Collider){
if(myTrigger.gameObject.tag == "Enemy"){
Health2();
if (healthcount <0){
Destroy(gameObject.Find("Enemy Car"));
}
}
}
Answer by Maru07 · May 17, 2012 at 03:45 PM
I think you have to say
if(healthcount == 3 ){ healthtexture.guiTexture.texture = health3; }
your Script just says if health count is less than ten show health9 but as soon as you get a hit point, your health is less then 10 and if he would get hit 2 times it still would be less than ten so it just displays the last texture^^
It would be much easier to use arrays actually. Like healthtexture.guiTexture.texture = healthArray[ healthcount -1 ]; Just make sure healthcount is between healthArray.Length and 1, inclusively.
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