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Question by Sovereign42 · Aug 08, 2017 at 09:37 PM · scripting problemdamageinstance

Damage function affecting all instances of object

I am trying to get a damage script working, as it stands I have a bullet that calls the "takeDamage" function on the object which it collides with. The trouble is that calling the function of any single instance of the object calls all of the instances and reduces the "health" variable of all instances of the object.

Bullet script:

 public class bulletStats : MonoBehaviour {
     public float damage;
 
     private void OnTriggerEnter(Collider other)
     {
         if (other.transform.tag == "enemy")
         {
             other.GetComponent<enemyHealth>().takeDamage(damage);
             Destroy(gameObject);
         }
     }
 ...

Health script:

 public class enemyHealth : MonoBehaviour {
     private float health;
     // Use this for initialization
     void Start () {
 
     }
     //damage the asteroid
     public void takeDamage(float damage)
     {
         health = health - damage;
         Debug.Log(health);
     }



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avatar image ShadyProductions · Aug 09, 2017 at 07:51 AM 0
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This should work fine, nothing wrong with the script. It might be because of some other script.

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Answer by howdyzach · Jan 13, 2018 at 10:57 PM

did you ever figure out the solution to this problem? I'm running into a similar issue myself

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