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Question by Long2904 · Dec 08, 2019 at 12:28 PM · unity 2ddamageweapon systemprojectiles

Problem with weapon and projectiles system in dealing damage to enemies?

So i have 2 scripts: one is for weapons and the other is for projectiles. The weapon script will instantiate the gameobject projectiles and the projectiles will move the gameobject foward. I want to have a damage variable for the projectiles when it hits enemies but the damage depends on the weapon not the projectiles. So my first idea is to use a constructor in the projectile script and then parse the damage variable from the weapon script when instantiate the projectile to the constructor. But after research i know that you have to avoid constructor in monobehaviour. So anyone can tell me any ways that don't need constructor.

Here is the weapon script:

 // shoot projectile toward the mouse position
 void ShootProjectile()
 {
     if (timeBtwShots <= 0)
     {
         if (Input.GetMouseButtonDown(0))
         {
             Instantiate(projectilePrefab, shotPos.position, transform.rotation);
             projectile = projectilePrefab.gameObject.GetComponent<Projectile>();
             Debug.Log(projectile);
             timeBtwShots = startTimeBtwShots;
         }
     }
     else
     {
         timeBtwShots -= Time.deltaTime;
     }
 }

And here is the projectile scripts:

 public float speed;
 private Rigidbody2D rb;
 private Enemies enemy;
 private float damage;

 void Start()
 {
     rb = GetComponent<Rigidbody2D>();
     rb.velocity = transform.right * speed;
 }

 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "Enemy")
     {
         enemy = collision.GetComponent<Enemies>();
         enemy.health -= damage;
     }
 }

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Answer by Larry-Dietz · Dec 08, 2019 at 04:05 PM

Make the damage variable in your projectile script public, then after you instantiate your projectile, and assign the projectile script to projectile, just set the damage with projection.damage = DamageAmount;

Hope this helps, -Larry

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