Issue with Energy v Health Bar

I’m at the point in the course where I am applying special abilities to my player. I’m struggling to make sure the special abilities are working correctly (energy consumption wise) because any time I take damage from an enemy it seems to deplete my energy bar as well as my health bar.
Here is the code that I am using for energy:

namespace RPG.Characters
{
public class Energy : MonoBehaviour
{
[SerializeField] RawImage energyBar;
[SerializeField] float maxEnergyPoints = 100f;

    float currentEnergyPoints;
    CameraRaycaster cameraRaycaster;

    // Use this for initialization
    void Start()
    {
        currentEnergyPoints = maxEnergyPoints;
    }

    public bool IsEnergyAvailable(float amount)
    {
        return amount <= currentEnergyPoints;
    }

    public void ConsumeEnergy(float amount)
    {
        float newEnergyPoints = currentEnergyPoints - amount;
        currentEnergyPoints = Mathf.Clamp(newEnergyPoints, 0, maxEnergyPoints);
        UpdateEnergyBar();
    }

    public void UpdateEnergyBar()
    {
        float xValue = -(EnergyAsPercent() / 2f) - 0.5f;
        energyBar.uvRect = new Rect(xValue, 0f, 0.5f, 1f);
    }

    float EnergyAsPercent()
    {
        return currentEnergyPoints / maxEnergyPoints;
    }
}

}

Here is a screenshot of the energy bar in the inspector. I’m using an entirely different bar over the health bar, so I’m not sure what might be causing the issue

did you attach the right script to your energy bar?

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