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Question by WyZuxel · Mar 14, 2020 at 11:22 PM · scripting problemregenerationhealth

Stopping the player from regenerating health when it takes damage

I've been trying this script for a few hours but i can't get it to work and i have no idea why. The regeneration effect never activates like it was never there.

I'm using this code:

 using System.Collections;
 using UnityEngine;
 
 public class PlayerHealth : MonoBehaviour
 {
     public float health;
     public float currentHealth;
     float maxHealth = 100f;
     public GameObject healthBar;
     public bool isRegen;
     public float regenWaitTime = 2f;
     public float regenSpeed = 0.25f;
     
     void Update()
     {
         if (health > maxHealth)  health = maxHealth;
         else StartCoroutine(Regen());
     }
 
     IEnumerator Regen()
     {
         yield return new WaitForSeconds(regenWaitTime);
 
         if (currentHealth < maxHealth)
         {
             currentHealth += 10f;
             yield return new WaitForSeconds(regenSpeed);
         }
     }
 
     public void TakeDamage(float amount)
     {
         health -= amount;
         healthBar.transform.localScale = new Vector3(health / 100, 1f);
         if (health <= 0)
         {
             Destroy(gameObject);
             Debug.Log(this.name + " died");
         }
         StopCoroutine(Regen());
     }
 
 }
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