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Question by MIkeHewson86 · Oct 07, 2016 at 12:12 PM · healthbarlives

loosing lives not working when health bar =0 c#

I have a player health bar and 3 lives i want my script to go: if health bar current health =0 then take 1 from lives. here are my scripts: Health bar script

 public int maxHealth = 100;
     public int curHealth = 100;
     public int Lives ;
     public bool died;
     
     public Texture2D bgImage;
     public Texture2D fgImage;
     public Text LivesText;
 
     public float healthBarLength;
 
     // Use this for initialization
     void Start()
     {
         healthBarLength = Screen.width / 2;
         died = false;
         Lives = 3;
         
     }
 
 
 
     public void GiveLife()
     {
         Lives++;
     }
 
     public void TakeLife()
     {
         Lives--;
     }
 
 
     // Update is called once per frame
     void Update()
     {
         AddjustCurrentHealth(0);
         //show lives on gui
         LivesText.text = "Lives: " + Lives;
 
         if (died)
         {
             
            TakeLife();
             // Debug.Log("you died", gameObject);
             curHealth = 100; 
         }
 
        
 
         if ( Lives <0)
         {
             Lives = 0;
         }
         if (died && Lives == 0)
         {
            // SceneManager.LoadScene(1);
         }
     }
 
 
 
 
 void OnGUI()
     {
         // Create one Group to contain both images
         // Adjust the first 2 coordinates to place it somewhere else on-screen
       GUI.BeginGroup(new Rect(5, 5, healthBarLength, 32));
 
         // Draw the background image
         GUI.Box(new Rect(5, 5, healthBarLength, 32), bgImage);
        
         GUI.EndGroup();
     }
 
     public void AddjustCurrentHealth(int adj)
     {
 
         curHealth += adj;
 
         if (curHealth < 0)
             curHealth = 0;
 
         if (curHealth > maxHealth)
             curHealth = maxHealth;
 
         if (maxHealth < 1)
             maxHealth = 1;
 
         healthBarLength = (Screen.width / 2) * (curHealth / (float)maxHealth);
     }
 }

player interaction script:

 void OnTriggerEnter2D(Collider2D other)
     {
  //Health pick up add 40 to health
         if (other.tag == "Health")
         {
             HealthBar.curHealth += 40;
             
         }
 
         // NME takes health of player
         if (other.tag == "NME")
         {
             HealthBar.curHealth -= 10;
             //makes player bounce if hit by enemy
             Rigidbody2D rbOther = this.gameObject.GetComponent<Rigidbody2D>();
             rbOther.AddForce(dir * 1500 );// *Time.deltaTime);
            // Debug.Log(rbOther);
         }
        
         
         
         // if current health = 0 Died = true
         if (HealthBar.curHealth == 0)
         {
             HealthBar.TakeLife();
             HealthBar.died = true;
             
             //  Debug.Log(HealthBar.Lives);
         }
 
         if (HealthBar.curHealth >0)
         {
             HealthBar.died = false;
             Debug.Log("you live again", gameObject);
         }
     }



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Answer by MIkeHewson86 · Oct 10, 2016 at 09:17 AM

I worked it out. i was over complicating things

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 using UnityEngine.SceneManagement;
 
 public class HealthBar : MonoBehaviour
 {
 
     public int maxHealth = 100;
     public int curHealth = 100;
     public static int Lives ;
     public bool died;
     
     public Texture2D bgImage;
     public Texture2D fgImage;
     public Text LivesText;
 
     public float healthBarLength;
 
     // Use this for initialization
     void Start()
     {
         healthBarLength = Screen.width / 2;
         died = false;
         Lives = 3;
         
     }
 
 
 
  //////////////////////////////////////////////////////////////////////////
   //  public void GiveLife()
   //  {
   //      Lives++;
   //  }
 
     public void takeLife()
     {
         Lives--;
         died = false;
     }
 /////////////////////////////////////////////////////////////////////////
 
     // Update is called once per frame
     void Update()
     {
         AddjustCurrentHealth(0);
         //show lives on gui
         LivesText.text = "Lives: " + Lives;
 
         if (died)
         {
             
            takeLife();
              Debug.Log("takeLife is true", gameObject);
             curHealth = 100; 
         }
 
 
         ///////////////////////////////////////////////////////////////////////////////
           if ( Lives <0)
            {
                Lives = 0;
            }
          if ( Lives == 0)
           {
          SceneManager.LoadScene(1);
            }
         //////////////////////////////////////////////////////////////////////////////////
     }
 
     void OnTriggerEnter2D(Collider2D other)
     {
         if(other.tag == "killZone")
         {
             Lives--;
         }
     }

my other script

 void OnTriggerEnter2D(Collider2D other)
     {
  if (HealthBar.curHealth == 0)
         {
           //  HealthBar.TakeLife();
             HealthBar.died = true;
             
             //  Debug.Log(HealthBar.Lives);
         }
 
         if(HealthBar.died)
         {
             Debug.Log("died is true");
         }
 
        
         
 
          if (HealthBar.curHealth >0)
           {
              HealthBar.died = false;
         
           }
         
         if (!HealthBar.died)
         {
             Debug.Log("died is false");
         }
     }
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