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auto shooting with raycast doesn't register damage

Discussion in 'Scripting' started by sStarS, May 16, 2022.

  1. sStarS

    sStarS

    Joined:
    Mar 27, 2020
    Posts:
    19
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5.  
    6. public class Raycast : MonoBehaviour
    7. {
    8.     RaycastHit hitinfo;
    9.     public int damageAmount = 20;
    10.     public float range = 70f;
    11.  
    12.     [SerializeField] LayerMask enemy;
    13.     // Update is called once per frame
    14.      void Update()
    15.     {
    16.         Ray ray = new Ray(transform.position, transform.TransformDirection(Vector3.forward));
    17.  
    18.        if( Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out RaycastHit hitinfo, 50f, enemy, QueryTriggerInteraction.Ignore ))
    19.         {
    20.             Debug.Log("hit dead");
    21.             EnemyHealth target = hitinfo.collider.gameObject.GetComponent<EnemyHealth>();
    22.             if ( target!= null)
    23.             {
    24.                 target.DeductPoints(damageAmount);
    25.                 Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hitinfo.distance, Color.red);
    26.             }
    27.  
    28.            
    29.         }
    30.         else {
    31.             Debug.Log("Sucker...You MISSED !!! hahahaha !!! " + " why do i even bother..?");
    32.             Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hitinfo.distance, Color.green);
    33.  
    34.         }
    35.     }
    36. }
    and this part


    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class EnemyHealth : MonoBehaviour
    6. {
    7.     public int enemyHealth = 100;
    8.     public static GameObject Enemy;
    9.    public  void DeductPoints ( int damageAmount)
    10.     {
    11.         enemyHealth -= damageAmount;
    12.     }
    13.  
    14.      void Update()
    15.     {
    16.         if ( enemyHealth <= 0)
    17.         {
    18.             Destroy(gameObject);
    19.         }
    20.     }
    21. }
    \

    what am i doing right here? why wont it damage the enemy? is so anoying...
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,744
    This sounds just like basic debugging to me.

    However, there are some REALLY hairy long lines of code above. Those will be difficult for you to reason about.

    If you have more than one or two dots (.) in a single statement, you're just being mean to yourself.

    How to break down hairy lines of code:

    http://plbm.com/?p=248

    Break it up, practice social distancing in your code, one thing per line please.

    "Programming is hard enough without making it harder for ourselves." - angrypenguin on Unity3D forums

    Here are some basic debugging tips:

    You must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494