var health : int = 50;
var currentHealth:int = 50;
var guiHealth : int = 300;
var ExplosionEffect : Transform;
var Heal_Cube:GameObject;
var KeyCard:GameObject;
var target:Transform;
var KeyCardBoss:boolean = false;
private var draw : boolean=false;
public var myStyle:GUISkin;
public var EnemyString:String;
public var HUD_Drone:GameObject;
public var HealBarSliderEnemy:UISlider;
var targetPlayer:Transform;
function Start () {
var ComplateMission:GameObject = GameObject.FindGameObjectWithTag("CompleteCount");
target = ComplateMission.transform;
var TargetPL:GameObject = GameObject.FindGameObjectWithTag("PlayerBot");
targetPlayer = TargetPL.transform;
}
function TakeDamage(MachineGunDmg : int)
{
health -= MachineGunDmg;
draw = true;
yield WaitForSeconds(1);
draw = false;
}
function Update()
{
if(health > 0) {
HUD_Drone = GameObject.FindWithTag("HUD_Drone");
HealBarSliderEnemy = GameObject.FindWithTag("DroneHPBAR").GetComponent(UISlider); // Problem is here i think
HealBarSliderEnemy.foreground.localScale.x = ( 1.0 * health / currentHealth ) * 200;
}
else if( health <=0)
{
hover = false;
health = 0;
targetPlayer.GetComponent(CursorChange).EnemyCursor = false;
HealBarSliderEnemy.foreground.localScale.x = 0;
Destroy(HUD_Drone);
Destroy(gameObject);
var DropRate: int = Random.Range(1, 4);
Instantiate(ExplosionEffect,transform.position,transform.rotation);
target.GetComponent(MissionGates).Counter++;
if(target.GetComponent(MissionGates).Counter == 36)
{
target.collider.isTrigger= true;
}
if(DropRate == 2)
{
Instantiate(Heal_Cube,transform.position,transform.rotation);
Destroy(gameObject);
}
if(KeyCardBoss == true)
{
Instantiate(KeyCard,transform.position,transform.rotation);
Destroy(gameObject);
}
}
}