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Question by Jizi · Sep 20, 2020 at 03:33 PM · instantiateenemyduplicatehealthbarhealth

Instantiate with healthbar dont work correctly

I have a problem with duplicating objects. I have enemies who spawn randomly with the amount of hp. The problem is that when there is more than one enemy and I will damage him hp is subtracted from every enemy instead of one. I have a standard hp script (HealthBar with SetMaxHealth and SetHealth attached to a slider and Enemy with maxhealth and currenthealth attached to the enemy). Also my script with spawn:

public class RandomSpawn : MonoBehaviour {

public GameObject myPrefab;

 public void Spawn()
 {
     Vector3 position = new Vector3(Random.Range(10.0f,- 10.0f), -1.55f, 0);
     Instantiate(myPrefab, position, Quaternion.identity);
 }

}

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avatar image CodesCove · Sep 20, 2020 at 08:04 PM 1
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More info needed.. How is your currenthealth defined (if its static then it will be common with every instance) How do you determine from what prefab instance you reduce the currenthealth and how in practice you do that? Scripts?

avatar image Jizi CodesCove · Sep 20, 2020 at 08:39 PM 0
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Yeap, that was it. I forgot to remove static, Thanks!

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