I'm trying to make a simple damage boost I have 2 scripts, one attached to the projectile and one to the booster
Projectile:
public class DamageDealer : MonoBehaviour
{
[SerializeField] public int damage = 25;
public int GetDamage()
{
return damage;
}
public void Hit()
{
Destroy(gameObject);
}
public void IncreaseDamage(int value)
{
damage += value;
Mathf.Clamp(damage, 0, int.MaxValue);
}
}
Booster:
public class DamageUp : MonoBehaviour
{
int damageBoost = 50;
DamageDealer damageDealer;
void Awake()
{
damageDealer = FindObjectOfType<DamageDealer>();
Debug.Log(damageDealer); // this returns as null
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Player")
{
damageDealer.IncreaseDamage(damageBoost);
}
}
}
As you can see in the Booster I've already identified what's returning as null, but I'm quite new to unity and C# so I don't know what I'm doing wrong
Some more info the Projectile is a prefab while the Booster is not (yet) scripts are attached and enabled, objects are enabled too.
Hit() and GetDamage() are for another script I have no issue with.
Thanks in advance.