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Question by Nosmo · Jun 18, 2018 at 05:55 PM · enemyontriggerenterenemy healthenemydamageenemy damage

how to kill an emeny?

I want to kill an enemy with a certain number of shots and to give a score afterwards.

I have 2 scripts:

KillMegaloth - kills in 1 shot - gives correct score

 public GameObject objectToDestroy;
 public GameObject effect;

 public int scoreValue = 100; 
 //public AudioClip DeathAudio; 

 AudioSource enemyAudio; 

 void OnTriggerEnter (Collider col) 
 {
     if (col.gameObject.tag == "Bullet")

     {
         Instantiate (effect, objectToDestroy.transform.position, objectToDestroy.transform.rotation);

         ScoreManager.score += scoreValue; 

         Destroy (objectToDestroy, 1f);

         Debug.Log ("Megaloth destroyed");
     }
 }


EnemyManager - kills in 2 shots - takes away life - gives wrong score - the effect upon death is created 34 times in quick succession

 public int MaxHealth = 100; 
 public int currentHealth;
 public int scoreValue; 

 public GameObject objectToDestroy; 
 public GameObject effect; 

 // Use this for initialization
 void Start () {
     currentHealth = MaxHealth;
 }

 public void TakeDamage(int damage)
 {
     currentHealth -= damage;
     Debug.Log ("Megaloth injured");
 }
 
 // Update is called once per frame
 void Update () {

     if (currentHealth == 0) 
     {
         Instantiate (effect, objectToDestroy.transform.position, objectToDestroy.transform.rotation);

         ScoreManager.score += scoreValue; 

         Destroy (objectToDestroy, 1f); // NB: When the number of frames before destruction is removed, the Megaloth disappears right away and only 1 death fire is created. 

         Debug.Log ("Megaloth destroyed");
     }    
 }

}

I'm at a loss as to what could be going wrong, any suggestions?

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Answer by MT369MT · Jun 18, 2018 at 06:06 PM

Hi, you set a timer to destroy your enemy so for 1 second the condition currentHealt == 0 will still be true and will repeat increasing the score. Use a bool to know if he is already death.

  void Update () {
      if (currentHealth == 0 && isDeath == false) 
      {
          Instantiate (effect, objectToDestroy.transform.position, objectToDestroy.transform.rotation);
          ScoreManager.score += scoreValue; 
          Destroy (objectToDestroy, 1f); // NB: When the number of frames before destruction is removed, the Megaloth disappears right away and only 1 death fire is created. 
          Debug.Log ("Megaloth destroyed");

          isDeath = true;
      }    
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avatar image Nosmo · Jun 22, 2018 at 04:21 PM 0
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Thank you very much that worked perfectly :)

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