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Question by Apriyanto · Apr 09, 2013 at 12:23 AM · enemyhealthbarenemydamage

[help] enemy Health Bar decrease at the same time

Hi all~ i have problems on my enemy health bar, when i try to $$anonymous$$t single enemy the health bar on all enemies will decrease at the same time, i don't know what happen in here. Can someone help me Fix t$$anonymous$$s ?

alt text

here is my scripts Player attack :

     var targets : GameObject [];
     var attackTimer : float;
     var coolDown : float;
     var prefabBullet : Transform;
     var shootForce : float;
     var hand : Transform;
     var fireRate : float = 1.4f;
     
     public var playerTarget : Transform;
     public var HealthEnabled:boolean = false;
  
     public var lastPlayerTarget;
     
     private var nextFire : float = 0f;
     
     
     // Use t$$anonymous$$s for initialization
     function Start () {
     
         targets = GameObject.FindGameObjectsWithTag("Enemy");
         attackTimer = 0;
         coolDown = 1.0f;
     
     }
     
     // Update is called once per frame
     function Update () 
     {
     
         
           if(Health == 0)
         {
         
         PlayerAnimation.Stop("dead");
         }
 
         if(attackTimer > 0)
             attackTimer -= Time.deltaTime;
         if(attackTimer < 0)
             attackTimer = 0;
         if(Input.GetKeyUp(KeyCode.Mouse0) || Input.GetKey (KeyCode.Return) && prefabBullet.rigidbody)
         {
             
             if(attackTimer == 0)
             {
                 if( Health.health > 0 && EnemyHealthJava2.healthBarLength > 0)
                 {
                 //Health.health > 5;
                 Attack();
                 attackTimer = coolDown;
                 }
                 
             }
         }
     
     }
     
     function Attack()
     { 
         
            for (var i = 0; i < targets.Length; i++)
         {
         
         
             
          var distance : float = Vector3.Distance(targets[i].transform.position, transform.position);
  
          var dir : Vector3 = (targets[i].transform.position - transform.position).normalized;
  
          var direction : float = Vector3.Dot(dir, transform.forward);
  
         
         if(distance < 10)
         {
             if(direction > 0)
             {
                 
                 nextFire = Time.time + fireRate;
                 var clone : Transform = Instantiate(prefabBullet, hand.position, hand.rotation) as Transform;
                 clone.rigidbody.velocity = transform.TransformDirection(Vector3.forward * 20);
                 
                 animation.Play("shoot");
                 var eh : EnemyHealthJava2 = targets[i].GetComponent("EnemyHealthJava2");
                 eh.AdjustCurrentHealth(-10);
             
             }
         }
     
         }    
     }
 

here is the enemy health:

 var playerName : String;
 var adjustment : float= 2.3f;
 var healthTex : Texture2D;
 
 
 
 static var health : int = 100;
 static var curHealth : int = 100;
 static var enemy : String;
 static var alive : boolean = true;
 static var healthBarLength : float = 100;
 
 
 private var worldPosition : Vector3= new Vector3();
 private var screenPosition : Vector3= new Vector3();
 private var myTransform : Transform;
 private var myCamera : Camera;
 private var healthBarHeight : int= 5;
 private var healthBarLeft : int= 110;
 private var barTop : int= 1;
 //private var healthBarLength : float= 100;
 private var labelTop : int= 18;
 private var labelWidth : int= 110;
 private var labelHeight : int= 15;
 
 private var myStyle : GUIStyle= new GUIStyle();
 
 
 
 function Awake ()
 {
     myTransform = transform;
     myCamera = Camera.main;
     myStyle.normal.textColor = Color.green;
     myStyle.fontSize = 12;
     myStyle.fontStyle = FontStyle.Bold;
     myStyle.clipping = TextClipping.Overflow;
 }
 function Update () {
 
     if (healthBarLength != null && curHealth <= 0)
         {
             
             
             Destroy(gameObject);
             Debug.Log("Enemy Death");
             return;
         }
 
 }
 
 function OnGUI () 
 {
 
     worldPosition = new Vector3(myTransform.position.x, myTransform.position.y + adjustment,myTransform.position.z);
     screenPosition = myCamera.WorldToScreenPoint(worldPosition);
 
     GUI.Box(new Rect(screenPosition.x - healthBarLeft / 2, Screen.height - screenPosition.y - barTop,100, healthBarHeight), "");
     GUI.DrawTexture(new Rect(screenPosition.x - healthBarLeft / 2, Screen.height - screenPosition.y - barTop,healthBarLength, healthBarHeight), healthTex);
     GUI.Label(new Rect(screenPosition.x - labelWidth / 2, Screen.height - screenPosition.y - labelTop, labelWidth, labelHeight), playerName, myStyle);
 }    
 
 
 static function  UpOrDown (amount : int)
 {
 
     healthBarLength += amount;
 }
 
 
 public function AdjustCurrentHealth( adj : int) 
 {
 
     healthBarLength += adj;
 
     if(healthBarLength <=0 && alive)
     {
         alive = false;
         healthBarLength = 0;
     
 }
     if(healthBarLength > health)
     healthBarLength = health;
 
     if(health < 1)
     health = 1;
 }
     
 
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avatar image Apriyanto · Apr 08, 2013 at 10:49 PM 0
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Sorry little bit fixed by my self in here Unity Forum

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Answer by LyanApps · Apr 09, 2013 at 02:13 AM

You don't want to use the keyword static in static var health : int = 100; That means one instance of t$$anonymous$$s variable for all instances of your class.

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Answer by Apriyanto · Apr 09, 2013 at 06:52 AM

SOLVED problems , can see in here http://forum.unity3d.com/threads/177470-help-enemy-Health-Bar-decrease-at-the-same-time?p=1214131&posted=1#post1214131

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