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Unity 2D RPG Healing from Potions

Time:11-18

I'm currently developing developing a 2d top-down RPG game in Unity. I am trying to implement a healing system where you heal some points when you buy a coffee. This is my healthManager:

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

public class HealthManager : MonoBehaviour
{
    public int maxHealth = 10;
    public int currentHealth;
    public HealthBarScript healthBar;

    void Start()
    {
        currentHealth = maxHealth;
        healthBar.SetMaxHealth(maxHealth);
    }
   
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.Space))
        {
            TakeDamage(1);
        }
    }

    public void TakeDamage(int damage)
    {
        currentHealth -= damage;
        healthBar.SetHealth(currentHealth);

        if(currentHealth <= 0)
        {
            currentHealth = 0;
        }
    }

    public void heal(int heal)
    {
        currentHealth  = heal;
        healthBar.SetHealth(currentHealth);

        if(currentHealth >= maxHealth)
        {
            currentHealth = maxHealth;
        }
    }
}

And this is the script to buy coffee from a game object (sth. like a healing fountain):

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

public class KaffeeautomatDialog : MonoBehaviour
{
    public GameObject dialogBox;
    public Text dialogText;
    public string dialog;
    public bool playerInRange;

    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.E) && playerInRange)
        {
            if(dialogBox.activeInHierarchy)
            {
                dialogBox.SetActive(false);
            }
            else
            {
                dialogBox.SetActive(true);
                dialogText.text = dialog;
            }
        }
    }
    
    public void OnTriggerEnter2D(Collider2D other) 
    {
        if (other.CompareTag("Player")) 
        {
            Debug.Log("Player entered");
            playerInRange = true;
            var healthManager = other.GetComponent<HealthManager>();
          
            if(Input.GetKeyDown(KeyCode.J) && playerInRange)
            {
                if(healthManager != null)
                {
                    healthManager.heal(5);
                    Debug.Log("You healed 5 Points!");
                }
            }
        }
    }

    public void OnTriggerExit2D(Collider2D other) 
    {
        if (other.CompareTag("Player")) 
        {
            Debug.Log("Player left");
            playerInRange = false;
            dialogBox.SetActive(false);
        }
    }
}

The Dialog Box shows up just fine and the Text is displayed. When i am staning in front of the healing fountain, i can activate and deactivate the dialog box by pressing "e". But when i press "j", i don't heal and the console.log won't appear in Unity.

Did i mess up the Component import?

CodePudding user response:

Checking for an Input it should always happen inside the Update() method and not inside the OnTriggerEnter2D() because the OnTriggerEnter2D() method it will only executed everytime something gets inside the trigger which might happen only onces. On the other hand Update() it will be executed every single frame and check for an Input.

What you can do is the following, inside your OnTriggerEnter2D() method you need to have a global boolean variable that indicates that the player has entered the trigger and inside your Update() method when you check for the Input key "J" you need to check if the above boolean flag is true, if it is true then continue with the heal process. Also you need to make the flag false when the player exit the trigger.

From what I see you already have such flag playerInRange, you can write the following code:

public HealthManager healthManager;

void Update()
{
    if(playerInRange)
    {

        if(Input.GetKeyDown(KeyCode.E))
        {
            if(dialogBox.activeInHierarchy)
            {
                dialogBox.SetActive(false);
            }
            else
            {
                dialogBox.SetActive(true);
                dialogText.text = dialog;
            }
        }

        if(Input.GetKeyDown(KeyCode.E))
        {
            if(healthManager != null)
            {
                healthManager.heal(5);
                Debug.Log("You healed 5 Points!");
            }
        }
    }
}

public void OnTriggerEnter2D(Collider2D other) 
{
    if (other.CompareTag("Player")) 
    {
        Debug.Log("Player entered");
        playerInRange = true;
        healthManager = other.GetComponent<HealthManager>();        
    }
}

Remove the Input check from your OnTriggerEnter2D() method.

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