Currently working on an overhead display of the health bar and ran into this problem and I cannot seem to figure out why its not working correctly. When the player has less than entity.health.max
the scale is set to 0 instead of the calculated percent.
Code:
private void SetHealth(int amount)
{
currentHealth = amount;
float displayedHealth = currentHealth / entity.health.max;
healthBar.transform.localScale = new Vector3(displayedHealth, 1, 1);
}
I also tried the following with the same results
float displayedHealth = Mathf.Lerp(0, 1, currentHealth / entity.health.max);