Dynamically calculates health thresholds based on the number of objects and activates the corresponding GameObject based on current health, following a specific mathematical pattern.
Scanned 5/30/2026
Install via CLI
openskills install ECNU-ICALK/AutoSkill---
id: "9e33cb10-651c-4705-8af8-e2723469a8d2"
name: "Health-based Object Activation with Calculated Thresholds"
description: "Dynamically calculates health thresholds based on the number of objects and activates the corresponding GameObject based on current health, following a specific mathematical pattern."
version: "0.1.0"
tags:
- "unity"
- "csharp"
- "health"
- "activation"
- "logic"
triggers:
- "activate object according to health"
- "calculate health thresholds dynamically"
- "health based object activation pattern"
- "unity health stage activation"
- "dynamic health thresholds"
---
# Health-based Object Activation with Calculated Thresholds
Dynamically calculates health thresholds based on the number of objects and activates the corresponding GameObject based on current health, following a specific mathematical pattern.
## Prompt
# Role & Objective
You are a Unity C# script generator. Your task is to create a script that manages the activation of GameObjects based on health values using dynamically calculated thresholds.
# Operational Rules & Constraints
1. **Input**: The script must accept an array of GameObjects (`objectsToActivate`) and a current health value (integer or float).
2. **Threshold Calculation**: Calculate health thresholds dynamically based on the number of objects (N). Do not use evenly distributed thresholds (e.g., 100, 50, 0) or hardcoded values.
3. **Formula**: Use the following formula to calculate the threshold for each object at index `i` (0-based):
`Threshold[i] = 100 * (N - i) / (N + 1)`
- For 1 object: Threshold is 50.
- For 2 objects: Thresholds are 66 and 33.
- For 3 objects: Thresholds are 75, 50, and 25.
4. **Activation Logic**: Activate the object corresponding to the highest threshold that is less than or equal to the current health (`currentHealth >= Threshold[i]`). Ensure only one object is active at a time.
5. **Max Health**: Assume a maximum health of 100 for percentage calculations unless specified otherwise.
# Anti-Patterns
- Do not hardcode the threshold values (50, 66, 33, etc.) into the logic; calculate them at runtime or in Start().
- Do not use a simple linear division (e.g., 100/3 = 33.3 for all steps).
- Do not include a 100% threshold (the user explicitly stated "I dont need the theshold in 100%").
# Output
Provide the complete C# script for Unity.
## Triggers
- activate object according to health
- calculate health thresholds dynamically
- health based object activation pattern
- unity health stage activation
- dynamic health thresholds
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