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Question by dfdfcgfgfgffhh · May 10, 2020 at 12:48 AM · damageexplosion

How can i access the Target script from the Explode function? This does not work for me

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

public class Grenade : MonoBehaviour { float timer = 2; float countdown; float radius = 20; float force = 2000;
bool hasExploded;

 public bool takeDamage = false;

 [SerializeField] GameObject explosionParticles;

  
 // Start is called before the first frame update
 void Start()
 {        
     countdown = timer;
 }

 // Update is called once per frame
 void Update()
 {
     countdown -= Time.deltaTime;
    
 }

 private void OnTriggerEnter(Collider other)
 {
     if(other.tag == "Enemy" || other.tag == "Floor")
     {
         if (countdown <= 0 && !hasExploded)
         {
             Explode();             
         }
     }
 }

 void Explode()
 {
     GameObject spawnedParticle = Instantiate(explosionParticles, transform.position, transform.rotation);
     Destroy(spawnedParticle, 1);
     

     Collider[] colliders = Physics.OverlapSphere(transform.position, radius);  // Find objects with colliders within the radius 
     foreach (Collider nearbyObject in colliders)
     {
         Rigidbody rb = nearbyObject.GetComponent<Rigidbody>();      

         if (rb != null)
         {               
             rb.AddExplosionForce(force, transform.position, radius);
         }
         **Target targetScript = nearbyObject.GetComponent<Target>();
         if(targetScript != null)
         {
             targetScript.Health = targetScript.Health - 10; 
         }**
            
     }

     hasExploded = true;
     Destroy(gameObject); 
 }

 

}

,

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

public class Target : MonoBehaviour { public int Health = 10; public bool Alive { private set; get; } = true; private Animator anim = null;

 public AudioClip ArrowImpact;
 public float Volume;
 public AudioSource Audio;
 public bool alreadyPlayed = false; 

 SkinnedMeshRenderer msh;

 GameObject spawner; 
 GroundSpawner Gspawner;

 GameObject player;
 ArenaPlayerHealth playerHealthScript;

 private void Awake()
 {
     anim = GetComponent<Animator>();
     Audio = GetComponent<AudioSource>();       
     SetupBodyParts();

     msh = GetComponentInChildren<SkinnedMeshRenderer>();
     msh.material.color = Color.blue;

     spawner = GameObject.FindGameObjectWithTag("Spawner");
     Gspawner = spawner.GetComponent<GroundSpawner>();

     player = GameObject.FindGameObjectWithTag("Player");
     playerHealthScript = player.GetComponent<ArenaPlayerHealth>();

 }

 private void Update()
 {
    
 }

 private void SetupBodyParts()
 {
     BodyPart[] bodyparts = GetComponentsInChildren<BodyPart>();

     foreach (BodyPart bodypart in bodyparts)
     {
         bodypart.Setup(this);   
     }
 }

 public void TakeDamage(int damage)
 {
     if (!Alive)
     {
         return; 
     }
     Health -= damage;
     StartCoroutine(ReturnBlack());
     Audio.PlayOneShot(ArrowImpact, Volume);
     alreadyPlayed = true;

     if (Health<= 0)
     {
         Gspawner.killCount++;
         Kill();
         playerHealthScript.currentHealth ++;
     }

 }

 public void Kill()
 {
     Alive = false;        
     anim.SetBool("IsDead", true);
     Gspawner.enemiesKilled++;
     StartCoroutine(DestroyWhenDead());             
    
 }

 IEnumerator DestroyWhenDead()
 {
     yield return new WaitForSeconds(3);
     Destroy(gameObject);        
 }

 private void TurnRed()
 {
     msh.material.color = Color.yellow;
 }
 IEnumerator ReturnBlack()
 {
     TurnRed();
     yield return new WaitForSeconds(0.1f);
     msh.material.color = Color.blue;
 }

}

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