Tank Health
45 Mins
Unity Technologies
You have completed 0% of this Tutorial.
Tank Health & UI
This phase of Unity's Tanks project demonstrates how to create and display the health of the player's tank.
Recommended Unity Versions
Tutorial Materials
Tank Health & UI
Phase 4 teaches you how to create and display the health of the tank.

TankHealth Script

using UnityEngine; using UnityEngine.UI; public class TankHealth : MonoBehaviour { public float m_StartingHealth = 100f; // The amount of health each tank starts with. public Slider m_Slider; // The slider to represent how much health the tank currently has. public Image m_FillImage; // The image component of the slider. public Color m_FullHealthColor =; // The color the health bar will be when on full health. public Color m_ZeroHealthColor =; // The color the health bar will be when on no health. public GameObject m_ExplosionPrefab; // A prefab that will be instantiated in Awake, then used whenever the tank dies. private AudioSource m_ExplosionAudio; // The audio source to play when the tank explodes. private ParticleSystem m_ExplosionParticles; // The particle system the will play when the tank is destroyed. private float m_CurrentHealth; // How much health the tank currently has. private bool m_Dead; // Has the tank been reduced beyond zero health yet? private void Awake () { // Instantiate the explosion prefab and get a reference to the particle system on it. m_ExplosionParticles = Instantiate (m_ExplosionPrefab).GetComponent<ParticleSystem> (); // Get a reference to the audio source on the instantiated prefab. m_ExplosionAudio = m_ExplosionParticles.GetComponent<AudioSource> (); // Disable the prefab so it can be activated when it's required. m_ExplosionParticles.gameObject.SetActive (false); } private void OnEnable() { // When the tank is enabled, reset the tank's health and whether or not it's dead. m_CurrentHealth = m_StartingHealth; m_Dead = false; // Update the health slider's value and color. SetHealthUI(); } public void TakeDamage (float amount) { // Reduce current health by the amount of damage done. m_CurrentHealth -= amount; // Change the UI elements appropriately. SetHealthUI (); // If the current health is at or below zero and it has not yet been registered, call OnDeath. if (m_CurrentHealth <= 0f && !m_Dead) { OnDeath (); } } private void SetHealthUI () { // Set the slider's value appropriately. m_Slider.value = m_CurrentHealth; // Interpolate the color of the bar between the choosen colours based on the current percentage of the starting health. m_FillImage.color = Color.Lerp (m_ZeroHealthColor, m_FullHealthColor, m_CurrentHealth / m_StartingHealth); } private void OnDeath () { // Set the flag so that this function is only called once. m_Dead = true; // Move the instantiated explosion prefab to the tank's position and turn it on. m_ExplosionParticles.transform.position = transform.position; m_ExplosionParticles.gameObject.SetActive (true); // Play the particle system of the tank exploding. m_ExplosionParticles.Play (); // Play the tank explosion sound effect. m_ExplosionAudio.Play(); // Turn the tank off. gameObject.SetActive (false); } }

UIDirectionControl Script

using UnityEngine; public class UIDirectionControl : MonoBehaviour { // This class is used to make sure world space UI // elements such as the health bar face the correct direction. public bool m_UseRelativeRotation = true; // Use relative rotation should be used for this gameobject? private Quaternion m_RelativeRotation; // The local rotatation at the start of the scene. private void Start () { m_RelativeRotation = transform.parent.localRotation; } private void Update () { if (m_UseRelativeRotation) transform.rotation = m_RelativeRotation; } }

Woohoo! You nailed this tutorial.
Continue rocking your Tanks project.
Next Step:
Creating and Firing Shells
65 Mins
Unity Technologies
Part of: