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Question by user-9392 (google) · Feb 18, 2011 at 11:03 AM · c#loadlevelendgame

Opening a level when dead

i have got a script which is a gui health bar but when it gets to 0 i want to be able to load the end game sequense hear is the script:

using UnityEngine; using System.Collections;

public class PlayerHealth : MonoBehaviour { public int maxHealth = 100; public int curHealth = 100;

public float healthBarLength;

// Use this for initialization void Start () { healthBarLength = Screen.width / 2; }

// Update is called once per frame void Update () { AddjustCurrentHealth(0); }

void OnGUI() { GUI.Box(new Rect(10, 10, healthBarLength, 20), curHealth + "/" + maxHealth); }

public void AddjustCurrentHealth(int adj) { curHealth += adj;

 if(curHealth < 0)
     curHealth = 0;

 if(curHealth > maxHealth)
     curHealth = maxHealth;

 if(maxHealth < 1)
     maxHealth = 1;

 healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);

} if(curHealth < 0)

Application.LoadLevel("game over");

}

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avatar image Bampf · Feb 18, 2011 at 11:50 AM 0
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What happens when you try to use this code? Do you get a compile-time error, or does it fail somehow while it is running.

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Answer by Silverfell 1 · Feb 18, 2011 at 12:58 PM

As well as the Bampf's suggestion, I think you might have a logic problem as well.

if(curHealth < 0)
    curHealth = 0;

resets curHealth to 0. Therefore, your Application.LoadLevel will never be triggered. try instead:

public void AddjustCurrentHealth(int adj) { curHealth += adj;

if(curHealth <= 0) { curHealth = 0; Application.LoadLevel("game over");}

if(curHealth > maxHealth) curHealth = maxHealth;

if(maxHealth < 1) maxHealth = 1;

healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);

}

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avatar image Bampf · Feb 23, 2011 at 11:52 AM 0
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You are right. Good eye!

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Answer by Bampf · Feb 18, 2011 at 11:48 AM

Looks like the check at the for curHealth < 0 isn't inside any of the procedures. In C# you can't do that. (You can do it in Unity Javascript, but it's the same as putting those lines inside of Awake() - they will run first, which is not when you want to do the health check.)

Try moving it up a line, into the AdjustCurrentHealth method:

public void AddjustCurrentHealth(int adj) { curHealth += adj;

 if(curHealth &lt; 0)
     curHealth = 0;

 if(curHealth &gt; maxHealth)
     curHealth = maxHealth;

 if(maxHealth &lt; 1)
     maxHealth = 1;

 healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);

 if(curHealth &lt; 0)
     Application.LoadLevel("game over");
 }

}

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