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Question by Vekosava · Jan 07, 2016 at 05:52 PM · uicomponentsliderhealthbar

Slider Component Problem (Health Bar)

Hey guys!

I’m creating simple health bar using slider, here is script: public class PlayerController : MonoBehaviour { public float moveSpeed;

 public float jumpForce;
  
 public float playerHealth;
  
 public float maxPlayerHealth;
 private float moveVelocity;
 public float jumpPlus = 15f;
 private bool isGrounded;
  
 private bool speedSelected;
  
 private bool jumpSelected;
 private Rigidbody2D myBody;
 public GameObject shopPanel;
  
 public GameObject info;
 public Slider healthBar;
 // Use this for initialization
  
 void Start () {
  
 myBody = GetComponent<Rigidbody2D> ();
 healthBar = GetComponent<Slider> ();
 playerHealth = maxPlayerHealth;
 healthBar.value = playerHealth;
 }
 // Update is called once per frame
  
 void Update () {
 MovePlayer();
 if (playerHealth < 0) {
  
 playerHealth = 0;
  
 }
  
 }
 void MovePlayer() {
 moveVelocity = moveSpeed * Input.GetAxis("Horizontal");
 myBody.velocity = new Vector2(moveVelocity,myBody.velocity.y);
 if (Input.GetButtonDown ("Jump")) {
  
 Jump();
  
 }
  
 }
  
 void Jump () {
 if (isGrounded) {
  
 isGrounded = false;
  
 myBody.velocity = new Vector2(myBody.velocity.x, jumpForce);
  
 }
  
 }
 //collisions
  
 void OnCollisionEnter2D (Collision2D target) {
 if (target.gameObject.tag == "ground") {
  
 isGrounded = true;
  
 }
  
 else if (target.gameObject.tag == "enemy") {
  
 playerHealth = playerHealth - 50;
  
 healthBar.value = playerHealth;
  
 }
  
 }
 //booster buttons
  
 public void OpenShop () {
  
 shopPanel.SetActive(true);
  
 }
  
 public void Speed () {
  
 speedSelected = true;
  
 }
  
 public void JumpBooster () {
  
 jumpSelected = true;
  
 }
  
 //buy buttons
  
 public void Buy () {
  
 if (speedSelected) {
  
 moveSpeed = moveSpeed * 2;
  
 shopPanel.SetActive(false);
  
 }
  
 else if (jumpSelected) {
  
 jumpForce = jumpForce * 2;
  
 shopPanel.SetActive(false);
  
 }
  
 info.SetActive(true);
  
 StartCoroutine("CloseTextDelay");
  
 jumpSelected = false;
  
 speedSelected = false;
  
 }
 //coroutines
  
 IEnumerator ClosePanelDelay () {
  
 yield return new WaitForSeconds (1);
  
 shopPanel.SetActive(false);
  
 }
  
 IEnumerator CloseTextDelay () {
  
 yield return new WaitForSeconds (1.7f);
  
 info.SetActive(false);
 }
  
 }

But I cannot access slider, check this image: http://prntscr.com/9n7liu When I play game, slider is NOT attached as player component, when I attach it before play, and then click play, it immediately disappears from public field! But, when I attach it again (while in play mode), health bar works perfect.

Can someone help me with this issue?

Thanks in advance!

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Answer by ClearRoseOfWar · Jan 07, 2016 at 06:06 PM

Im not sure exactly what your problem is... but I have an idea.

this line here:

  healthBar = GetComponent<Slider> ();

You've already set it in the inspector by dragging it in there ->

  public Slider healthBar;

I think you may be overwriting it at the void Start()

My debug idea, would be one of these two ideas:

remove the line

  healthBar = GetComponent<Slider> ();

from your void Start() The reason I suggest this, is cause you've already determind the slider it uses in the inspector.. Maybe your overwriting it? (check next idea for more info)

or try 'this':

  healthBar = this.GetComponent<Slider> ();

Maybe im wrong, but someone told me that the new unity doesn't necessitate "this" before using a component... But I always put it there just in case.

If this doesn't help, I'm sorry :) Still getting used to unity myself...

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