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Question by yahyanh21 · 19 hours ago · sliderbattle-system

change the value of slider.value from another script in battle system

I was trying to get the component of slider value from the health script to the battle system script but the slider value won't change when I click the button using battle system script. I'm new to unity so I do not know where I'm wrong. this is the (unfinished) battle script

using System.Collections; using System.Collections.Generic; using UnityEngine;

using UnityEngine.UI;

using TMPro;

public class BattleManager : MonoBehaviour {

 public enum BattleState { START, PLAYERTURN, ENEMY1TURN, PARTNERTURN, ENEMY2TURN, WON, LOST }

 public BattleState state;

 public TextMeshProUGUI dialogueText;

 public bool enemy;

 public GameObject enemy1;

 public GameObject enemy2;

 TurboHealthBar TurboA;
 TurboHealthBar TurboB;

 void Start()
 {
     state = BattleState.START;
     StartCoroutine(SetupBattle());
 }

 IEnumerator SetupBattle()
 {
     dialogueText.text = "Turbo Encounter";
     yield return new WaitForSeconds(1f);

     TurboA = enemy1.GetComponent<TurboHealthBar>();
     TurboB = enemy2.GetComponent<TurboHealthBar>();


     state = BattleState.PLAYERTURN;
     PlayerTurn();
 }

 void PlayerTurn()
 {
     dialogueText.text = "Cakra";
 }

 void PartnerTurn()
 {
     dialogueText.text = "Wardhani";
 }

 void Enemy1Turn()
 {
     dialogueText.text = "Turbo A";
 }

 void Enemy2Turn()
 {
     dialogueText.text = "Cakra";
 }

 // public void OnAttackButton()
 // {
 //     if (state != BattleState.PLAYERTURN)
 //         return;

 //     StartCoroutine(PlayerAttack());
 // }

 public void ChooseEnemy1()
 {
     enemy = true;

     if (state != BattleState.PLAYERTURN)
         return;

     StartCoroutine(PlayerAttack());
 }

 public void ChooseEnemy2()
 {
     enemy = false;

     if (state != BattleState.PLAYERTURN)
         return;

     StartCoroutine(PlayerAttack());
 }

 IEnumerator PlayerAttack()
 {
     if (enemy == true)
     {
         TurboA.TakeDamage(DataStatus.statusInstance.CakraAttack);
     }
     else
     {
         TurboA.TakeDamage(DataStatus.statusInstance.CakraAttack);
     }
     yield return new WaitForSeconds(1f);

     state = BattleState.ENEMY1TURN;
     StartCoroutine(Enemy1Attack());
 }

 IEnumerator Enemy1Attack()
 {
     yield return new WaitForSeconds(1f);

 }


}

and this is the health script

using System.Collections; using System.Collections.Generic; using UnityEngine;

using UnityEngine.UI;

using TMPro;

public class TurboHealthBar : MonoBehaviour {

 public Slider slider;

 public TMP_Text hp;


 private void Awake()
 {
     // Instance = this;
 }

 private void Start()
 {
     slider.value = 200;
     slider.maxValue = 200;
 }


 public void SetMaxHealth(int health)
 {
     slider.maxValue = health;
     slider.value = health;
 }

 private void Update()
 {
     hp.text = $"{slider.value} / {slider.maxValue}";
 }

 public void SetHealth(int health)
 {
     slider.value = health;
 }

 public void TakeDamage(int damage)
 {
     slider.value -= damage;

 }

}

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