Join Kelley Hecker for an in-depth discussion in this video Using an event to damage the player, part of Unity: Scripting with C#.
- Now, we need to create a function…that responds to the OnDamagePlayerEvent…being sent by the enemy's collider.…If you're starting from the Exercise Files…instead of continuing from the previous video,…remember that you'll need to import…the Standard Assets for Unity 4.6 package…which we imported in Chapter 3…as well as the Stone Frog package…which we did earlier in this chapter.…When the player is hit by the enemy,…their health should decrease.…We can keep track of the player's health…in our GameManager.…Open the GameManager class…and create a new energy property called PlayerHealth.…
I'm going to copy the code from the Exercise Files.…Also add a variable named maxHealth…which is the amount of health the player should start with…and set it to 3.…In Start, we'll set the player's health to the maximum.…We should also reset the player's health…when the game restarts…so in Update, after we reset the time,…set the player's health back to the maxHealth.…
Now, we'll make a function called DecrementPlayerHealth.…This function is going to be called…
- Defining classes and variables
- Attaching scripts to objects
- Understanding MonoBehaviour class
- Using the Unity Scripting API
- Importing assets
- Using a singleton pattern to manage game state
- Creating an event
Skill Level Intermediate
Q: Why am I getting a script compile error when trying to load the exercise files?
A: This course was recorded in Unity 4.6, and Unity has since released Unity 5. There are two items to address for Unity 5 users.
Q: Why can't I see the Render Settings option in the Edit menu?
A: The Render Settings options have been moved in Unity 5. You can access them by going to the Window menu and choosing Lighting. In the window that loads, Render Settings can be found under the Scene tab.