Interestingly when my enemy first spawns it is taking a single point of damage. The main logs are:
Killable 'Spawner1' log: Taking 1 points damage!
UnityEngine.Debug:Log(Object)
Killable:LogIfEnabled(String) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:890)
Killable:TakeDamage(Int32) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:598)
Killable:CheckForAttackPoints(Killable) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:522)
Killable:TriggerEnter(Collider) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:477)
Killable:OnTriggerEnter(Collider) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:465)
and this:
Killable 'Spawner1' log: Invalid hit because layer of other object is not in the Layer Filter.
UnityEngine.Debug:Log(Object)
Killable:LogIfEnabled(String) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:890)
Killable:IsValidHit(Int32, String) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:544)
Killable:TriggerEnter(Collider) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:470)
Killable:OnTriggerEnter(Collider) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:465)
And This:
Killable 'Spawner1' log: Invalid hit because Killable is set to ignore offscreen hits and is invisible or offscreen right now. Consider using the KillableChildVisibility script if the Renderer is in a child object.
UnityEngine.Debug:Log(Object)
Killable:LogIfEnabled(String) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:890)
Killable:IsValidHit(Int32, String) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:556)
Killable:TriggerEnter(Collider) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:470)
Killable:OnTriggerEnter(Collider) (at Assets/DarkTonic/CoreGameKit/Scripts/Utility/Killable.cs:465)
I also get this, but don't think it should produce the current result:
The Prefab Pool 'MixedEnemies' has no active Prefab Pool items. Please add some or delete the Prefab pool before continuing. Disabling Core GameKit.
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogError(Object)
LevelSettings:LogIfNew(String, Boolean) (at Assets\DarkTonic\CoreGameKit\Scripts\Level\LevelSettings.cs:867)
WavePrefabPool:FillPool() (at Assets\DarkTonic\CoreGameKit\Scripts\PrefabPool\WavePrefabPool.cs:141)
WavePrefabPool:Awake() (at Assets\DarkTonic\CoreGameKit\Scripts\PrefabPool\WavePrefabPool.cs:29)
Here is the full log file:
www.dropbox.com/s/xvzircxiug1xh59/EnemiesSpawningAndTakingDamage.logNot quite sure what it is just yet.
Here is how I have the object setup. Basically a trigger volume and an action to spawn an enemy prefab at its location. That enemy prefab then spawns projectile enemies.
Here is an image of how I am setting up the object:
www.dropbox.com/s/g7vpsc8ah07neq7/ObjectSetup.JPG