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Question by Sopqos · Apr 13, 2017 at 01:08 PM · damagecollision2d

Having a problem with damage over time on unity 2d

So i wanna make some kind o fire rain, and if it collides with the player, damage over time is applied, but i want it to happen only when the player isnt receiving damage from the previous hit (from the fire rain), in other words, i don't want the the damage over time stackable.

using UnityEngine; using System.Collections;

public class fire : MonoBehaviour {

 public int damageToGive = 3;
 public int x=0;
 public int playerhurt = 0 ;



 // Use this for initialization
 void Update () 
 {

 }

 void Start () 
 {
 }
     

 void OnTriggerEnter2D(Collider2D other)
 {

     if (other.tag == "Player" && playerhurt==0) 
     {
         InvokeRepeating ("dmgOverTime", 0f, 2f);
     }
 }

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

     if (x < 3) 
     {
         playerhurt = 1;
         GameObject player = GameObject.FindGameObjectWithTag ("Player");
         HealthManager HM = player.GetComponent<HealthManager> ();
         HM.giveDamage (damageToGive);
         x++;
     }
     else
     {
         playerhurt = 0;
         CancelInvoke ();
         x = 0;
     }


 }

}

For some reason, when the playerhurt is set to 1, it gets automaticly to 0, i think it's thanks to public int playerhurt = 0 ; but i can't find a way around, what should i do?

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avatar image allenallenallen · Apr 13, 2017 at 04:56 PM 1
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Are you modifying the value of playerhurt in other scripts?

Because the code you've shown here looks fine to me.

avatar image Sopqos · Apr 13, 2017 at 05:27 PM 0
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@allenallenalle No, what i think its happening is public int playerhurt = 0 ; is always repeating. When i use print(playerhurt); the value "0" appears like 60 times per second, so i think the script itself is working like the update() method, or maybe im completly wrong, i dont know.

avatar image FortisVenaliter Sopqos · Apr 13, 2017 at 05:30 PM 0
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Nope. That will only set it to zero when the object is instantiated.

avatar image Sopqos FortisVenaliter · Apr 13, 2017 at 06:05 PM 0
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i placed print ("playerhurt value: "+playerhurt); inside the OnTriggerEnter2D alt text

Why does the playerhurt shows at 0 200 times? (~3 secs, while the player was on fire) It looks like it gets set back to 0 as soon as it leaves the loop.

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Answer by Sopqos · Apr 13, 2017 at 07:49 PM

@FortisVenaliter Thanks!, the problem was that i had another InvokeRepeating for the fire rain, the easy fix was using the playerhurt in the scrip that calls the rain.

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