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Question by dwarkeshgohel1 · Nov 15, 2019 at 05:51 PM · c#destroydestroy objectenemy healthenemydamage

how to destroy enemy

i create object that is a enemy and made it into prefab from prefab i make 10 enemies; give them a Health=3 and here is the script

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

 public class EnemyHealth : MonoBehaviour
 {
     private int Health = 3;
 
     public GameObject EnemyDieEffect;
 
     void Update()
     {
         if (Health <= 0)
         {
             Instantiate(EnemyDieEffect, transform.position, Quaternion.identity);
             Destroy(gameObject);
         }
     }
 }

whenever i shoot the bullet it give damage to the enemy after 3 Damage player has to be destroyed yes it is destroyed but not that one which i shoot it destroys prefab's last enemy first and in the last it destroys prefab's first enemy Here is my script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class BulletToRight : MonoBehaviour
 {   
     public float speed;
     public float BulletlifeTime;
     public int damage;
 
     public Rigidbody2D rb;
 
     private EnemyHealth enemyhealth;
     public Transform player;
     public GameObject playerBulleteffect;
     void Start()
     {
         rb = FindObjectOfType<Rigidbody2D>();
         enemyhealth = FindObjectOfType<EnemyHealth>();
         player = GameObject.FindGameObjectWithTag("Player").transform;
         Invoke("DestroyPlayerbullet", BulletlifeTime);
     } 
     void Update()
     {
         rb.velocity = Vector2.right * speed;
         //transform.Translate(transform.right * speed * Time.deltaTime);     
     }  
     void DestroyPlayerbullet()
     {        
         Destroy(gameObject);
     }
 
     void OnTriggerEnter2D(Collider2D col)
     {   
         // destroy player bulllet and spawn player bullet effect if player bullet collided with enemy tag object
        if (col.tag == "enemy")
         {           
             // player buller effect spawn
             Instantiate(playerBulleteffect, transform.position, Quaternion.identity);
 
             // destroy bullet projecttile
             Destroy(gameObject);
 
             // take Damage of enemy
             enemyhealth.Health = enemyhealth.Health - damage;
         }
     }
 
     
 }


if anyone Have any Suggestion Please reply :)

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Answer by Philosophbot · Nov 15, 2019 at 07:16 PM

I think the problem lies in line 19 of your code. (`enemyhealth = FindObjectOfType();`). As you mentioned you created 10 enemies from the same prefab which all have the "EnemyHealth game object type. The FindObjectOfType will return the first object of the type that was actively loaded, which means that the bullet script will always deal damage to the first enemy that was loaded.

So to fix this, you could make the health value in line 3 of your EnemyHealth script public and replace line 45 of your code with col.gameObject.GetComponent<EnemyHealth>().Health -= damage; and you also would not need line 19 anymore.

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