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Question by rayith · May 28 at 11:25 PM · sliderregenerationregenerate

sanity regenerate overtime

so I have a sanity system that drops over time and is tied to a slide bar. I want when you enter a triggered collider sanity stops going down and starts slowly regenerating, also stops when full. Any suggestions how I would go about this?

Here is my sanity script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class sanitymeter : MonoBehaviour
 {
     [Header("Matches Parameters")]
     public float MaxSanity = 100f;
     public float Sanity = 0f;
     public float santiyOT = 0.008f;
     public Slider SanitySlider;
 
     void Start()
     {
         
     }
 
     void Update()
     {
         Sanity = Sanity - santiyOT * Time.deltaTime;
 
         SanitySlider.value = Sanity / MaxSanity;
     }
 }

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Answer by rayith · May 29 at 04:23 PM

solved it

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class sanitymeter : MonoBehaviour
 {
     [Header("Sanity Parameters")]
     public float MaxSanity = 100f;
     public float Sanity = 0f;
     public float santiyOT = 0.008f;
     public float RegSanityOT = 0.008f;
     public Slider SanitySlider;
     public bool notinlight;
     public AudioSource heartbeat;
 
     void Start()
     {
         notinlight = true;
     }
 
     void Update()
     {
          if (notinlight == true && Sanity >= 0)
         {
             Sanity = Sanity - santiyOT * Time.deltaTime;
 
             SanitySlider.value = Sanity / MaxSanity;
 
             if (Sanity == 75)
             {
                heartbeat.Play();
             }
 
             if (Sanity <= 50)
             {
                 FirstPerson.OnTakeDamage(5 * Time.deltaTime);
             }
 
 
             if (Sanity <=1)
             {
                 FirstPerson.OnTakeDamage(50);
             }
         }
 
          else if (notinlight == false && Sanity <= 100)
         {
             Sanity = Sanity + RegSanityOT * Time.deltaTime;
 
             SanitySlider.value = Sanity / MaxSanity;
 
         }
 
     }
     void OnTriggerStay(Collider target)
     {
         if (target.tag == "candle")
         {
             notinlight = false;
         }
     }
     private void OnTriggerExit(Collider coll)//entrance and exit to/from trigger 
     {
         if (coll.tag == "candle")
         {
             notinlight = true;
         }
     }
 }
 
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