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Question by WhisperXD · Aug 07, 2021 at 01:23 PM · timerfloatreducehealth

Reduce health for everyone ??

  [SerializeField] float toReduce;
  [SerializeField] float reduceEvery = 1;
  float timer1 ,timer2;
 
  private void Update() {
      timer1 = Mathf.Max(0, timer1 + Time.deltaTime);
      timer2 = Mathf.Max(0, timer2 + Time.deltaTime);
  }
 
  private void OnTriggerStay(Collider other) {
      if (other.CompareTag("Player")) {
          if (timer1 >= reduceEvery) {
              other.GetComponent<PlayerHealth>().ReduceHealth(toReduce);
              timer1 = 0;
          }
      }
 
      if (other.CompareTag("Enemy")) {
          if (timer2 >= reduceEvery) {
              other.GetComponent<EnemyHealth>().ReduceHealth(toReduce);
              timer2 = 0;
          }
      }
  }


it works for 1 player and 1 enemy but not if add more enemy, i thinks its because timer right ?, but it so waste if i add timer for everyone, so how can i reduce every one who touch or stay in collider ?

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Answer by logicandchaos · Aug 07, 2021 at 05:16 PM

It's because you are setting timer2 to zero in the collision, set it to zero in update instead.

move this to update:

if (timer2 >= reduceEvery) { timer2 = 0; }

You could also use OverlapCircleAll() in update rather than OnTriggerStay and it should be more efficient.

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avatar image WhisperXD · Aug 08, 2021 at 02:04 AM 0
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but how can i detect them ?

avatar image rage_co WhisperXD · Aug 08, 2021 at 02:56 AM 0
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Overlap sphere too is a collider, it can get all the elements currently in range of a sphere through an array

avatar image WhisperXD rage_co · Aug 08, 2021 at 03:39 AM 0
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okok thanks,,

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