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Question by JJNCreator · Aug 04, 2012 at 11:44 AM · meshplayerdamageweaponhealth

Weapon Mesh Damage

Hey guys. I have a player character script from BurgZergArcade, weapon meshes, and this weapon damage script:

using UnityEngine;
using System.Collections;
public class WeaponDamage : MonoBehaviour
{
    public int hammerDamageInflicted = -45;
    public int blueSwordDamageInflicted = -9;
    public int redSwordDamageInflicted = -12;
    public int goldenSwordDamageInflicted = -20;
    private GameObject _enemy;
    public void HammerDamage()
    {
        _enemy = GameObject.FindGameObjectWithTag("Enemy 2");
        EnemyHealth eh = (EnemyHealth)_enemy.GetComponent("EnemyHealth");
        eh.AddjustCurrentHealth(hammerDamageInflicted);
    }
    public void BlueSwordDamage()
    {
        _enemy = GameObject.FindGameObjectWithTag("Enemy 2");
        EnemyHealth eh = (EnemyHealth)_enemy.GetComponent("EnemyHealth");
        eh.AddjustCurrentHealth(blueSwordDamageInflicted);
    }
    public void RedSwordDamage()
    {
        _enemy = GameObject.FindGameObjectWithTag("Enemy 2");
        EnemyHealth eh = (EnemyHealth)_enemy.GetComponent("EnemyHealth");
        eh.AddjustCurrentHealth(redSwordDamageInflicted);
    }
    public void GoldenSwordDamage()
    {
        _enemy = GameObject.FindGameObjectWithTag("Enemy 2");
        EnemyHealth eh = (EnemyHealth)_enemy.GetComponent("EnemyHealth");
        eh.AddjustCurrentHealth(goldenSwordDamageInflicted);
    }
}

I want to send a message from the script above to my enemy combat script so that each weapon mesh takes away a different amount of health from the enemy. Do you have any suggestions? Thanks!

(If this post doesn't appear right, please edit)

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Answer by ScroodgeM · Aug 04, 2012 at 11:52 AM

  1. add public variable with class instance you need (EnemyCombatScript)
    1. assign it in editor

    2. add to DamageMethods your 'message'

public class WeaponDamage : MonoBehaviour
{
    ...
    public EnemyCombatScript enemyCombatScript;
    ...
    public void HammerDamage
    {
        ...
        enemyCombatScript.ApplYSomeDamage(10f);
    }
}
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