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Question by Oliver08 · Oct 01, 2018 at 08:52 PM · c#fpsdamageradiusgrenade

C# Grenade Explosion in Radius

Hello! I am developing my FPS grenades and cannot work out (or find) how to do the damage side of things... I have 'HealthController' scripts on all of the damage-able objects and would like to know how to make it so the grenade does more damage the closer the object is the the explosion

Here is some code:

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

public class Grenade : MonoBehaviour {

 public float delay = 3f;
 public float radius = 5f;
 public float force = 700f;
 public bool hasExploded;
 public AudioClip boom;
 AudioSource audioSource;
 public float beforeDestroy = 10f;
 public Rigidbody rb;
 public bool startDestroyTimer = false;
 public bool isGrounded = false;
 

 public GameObject explosionEffect;

 public float countdown;

 public HealthController HealthController;

 
  


 // Use this for initialization
 void Start ()
 {
     audioSource = GetComponent<AudioSource>();
     countdown = delay;        
 }
 
 // Update is called once per frame
 void Update ()
 {
     if (startDestroyTimer == true)
     {
         beforeDestroy -= Time.deltaTime;
         if (beforeDestroy <= 0)
         {
             Destroy();
         }
     }



     countdown -= Time.deltaTime;
 if (countdown <= 0f && !hasExploded)
 {
     Explode();
     hasExploded = true;
     
 }

     

   
 }

 void Explode ()
 {
     if (CompareTag("Smoke Grenade"))
     {
         if (isGrounded)
         {
             rb.isKinematic = true;
         }
         else
         {
             Explode();
         }
     }
     
    
     audioSource.PlayOneShot(boom, 0.8f);

     Instantiate(explosionEffect, transform.position, Quaternion.Euler(-90, 0, 0));

     Collider[] colliders = Physics.OverlapSphere(transform.position, radius);

     foreach (Collider nearbyObject in colliders)
     {
         Rigidbody rb = nearbyObject.GetComponent<Rigidbody>();
         if (rb != null)
         {
             rb.AddExplosionForce(force, transform.position, radius);
         }

         
     }


     startDestroyTimer = true;
   
 }

 void StartDestroyTimer()
 {
     
 
 }

 void Destroy()
 {
     
     Destroy(gameObject);
 }



 void OnCollisionStay(Collision collisionInfo)
 {
     isGrounded = true;
 }

 void OnCollisionExit(Collision collisionInfo)
 {
     isGrounded = false;
 }

}

and for the Health controller:

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

public class HealthController : MonoBehaviour { public float Original_Health = 100f;

 public Grenade Grenade;


 private void Start()
 {
    
 }

 private void Update()
 {
     ColourChange();
 }


 [SerializeField] public float health = 100f;

 public void ApplyDamage(float damage)
 {
     health -= damage;

     if (health <= 0f)
     {
         Destroy(gameObject);
     }
 }



 void ColourChange()
 {
     if (this.tag == "Target")
     {
         if (health >= Original_Health*0.75)
         {
             GetComponent<Renderer>().material.color = Color.white;
         }
         else if (health >= Original_Health * 0.5)
         {
             GetComponent<Renderer>().material.color = Color.green;
         }
         else if (health >= Original_Health * 0.25)
         {
             GetComponent<Renderer>().material.color = Color.yellow;
         }
         else if (health < Original_Health * 0.25)
         {
             GetComponent<Renderer>().material.color = Color.red;
         }
     }
 }
 
 

}

Thank You in Advance!!!!!!

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Best Answer

Answer by Hellium · Oct 01, 2018 at 09:11 PM

  foreach (Collider nearbyObject in colliders)
  {
      Rigidbody rb = nearbyObject.GetComponent<Rigidbody>();
      if (rb != null)
      {
          rb.AddExplosionForce(force, transform.position, radius);
      }
      HealthController healthController = nearbyObject.GetComponent<HealthController>();
      if (healthController != null)
      {
          healthController.ApplyDamage( GetDamages( Vector3.Distance( nearbyObject.transform.position, transform.position ) ) ) ;
      }         
  }

 // ...

 // Implement the function fitting your needs
 private GetDamages( float distanceFromGrenade )
 {
     return 1 / distanceFromGrenade ;
     // OR
     // return 1 / (distanceFromGrenade * distanceFromGrenade) ;
     // OR
     // return radius * Mathf.Exp( - distanceFromGrenade ) ;
     // OR
     // ...
 }
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avatar image Oliver08 · Oct 02, 2018 at 04:41 PM 0
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When i put this in, it says "Since 'Grenade.GetDamages(float)' returns void, a return keyword must not be followed by an object expression" when i hover over the return part at the bottom of your code. The only thing i did was add the word 'void' after 'private' and before 'GetDamages' as there was an error message before

avatar image Hellium Oliver08 · Oct 02, 2018 at 04:49 PM 0
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$$anonymous$$y bad, I forgot the return type:

 private float GetDamages
avatar image Oliver08 Hellium · Oct 03, 2018 at 08:17 PM 0
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IT Works! Thank YOU :)

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