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Question by nikhilmr · Jul 25, 2020 at 04:15 PM · gameobjecttriggermultipleruntime-error

multiple enemies does nt work with this script but a a single enemy works..Please help

Enemy.cs

This explains the navigation

using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class Enemy : MonoBehaviour { // Start is called before the first frame update Animator animator; NavMeshAgent navMeshAgent; [SerializeField] Transform target; [SerializeField] float rangeOfEnemy=15f; void Start() { navMeshAgent=GetComponent(); animator=GetComponent();

 }
 

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

 private void NavigatingMethod(){


     float distanceToTarget=Vector3.Distance(transform.position,target.position);
     if(distanceToTarget>rangeOfEnemy){
         animator.SetTrigger("idle");
         animator.SetBool("isAttack",false);
         //create no method as nothing has to be done when the player is outside of the enemy range but an idle animation for the enemy has to be set here.
     }
     else if(distanceToTarget<=rangeOfEnemy){
         //do a animation for moving a character towards the enemy
         
         
         if(distanceToTarget<=navMeshAgent.stoppingDistance){
             animator.SetTrigger("attack");
             animator.SetBool("isAttack",true);

         }
         else if(distanceToTarget>navMeshAgent.stoppingDistance){
             animator.SetTrigger("walk");
             animator.SetBool("isAttack",false);
             navMeshAgent.SetDestination(target.position);
         }
         
     }


         
 }

}

Healer.cs

This explains the enemy health

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

public class Healer : MonoBehaviour { // Start is called before the first frame update [SerializeField] float totalLife=5f; private float maxHealth=5f; Animator animator; private bool isDead=true; void Awake(){ totalLife=maxHealth;

 }
 void Start()
 {
    animator=GetComponent<Animator>(); 
 }

 // Update is called once per frame

 public void StartLife(float adi,Collider other){
     if(totalLife<=0){
         totalLife=maxHealth;
         Debug.Log("Reboosted");
     }
     else if(totalLife>0){
         totalLife-=adi;
         Debug.Log(totalLife);
         if(totalLife<=0){
             Debug.Log(totalLife);
             Debug.Log("Enemy dead "+ other.gameObject.name);
                    animator.SetTrigger("die");
             Destroy(other.gameObject,1.5f);
         }
        }
 }
 void Update()
 {
     
 }

}

EnemyFriend.cs

This explains the enemytrigger

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

public class EnemyFriend : MonoBehaviour { // Start is called before the first frame update [SerializeField] float adi=1.5f; void Start() {

 }

 void OnTriggerStay(Collider other){
     if(other.gameObject.tag=="Respawn"){
         FindObjectOfType<Healer>().StartLife(adi,other);
     }
 }

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

}

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