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Question by SPIGS · Dec 10, 2013 at 01:39 AM · updateinvokerepeatingstatsregeneration

What would be the best approach for regenerating stats?

I'm scripting player stats and was wondering what would be the best approach for regenerating health/stamina/magic? what would be the easiest and/or what would be the most efficient?

Something like this?

 float maxhealth = 100;       //maximum health
 float curhealth = maxhealth; //current health
 
 void SomeMethod(){
 InvokeRepeating("RegenHealth", 1, 1);
 }
 
 void RegenHealth(){
 if (curhealth < maxhealth){
      curhealth += 2;
 }
 if(curhealth >= maxhealth){
      curhealth = maxhealth;
      CancelInvoke();
 }

Or something like this?

 void Update(){
     if(curhealth < maxhealth){
          curhealth += 2 * Time.deltatime;
     
          if(curhealth >= maxhealth){
               curhealth = maxhealth;
               }
          }
 }

Or is there another way of doing it? Answers appreciated.

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Answer by The Kracken · Dec 10, 2013 at 01:58 AM

Both versions work just fine. I'd say that the first method is what i would use, as you can add effects to it as well such as floating icons that say +2 over a health bar or what not. The second one is a bit easier to read and you have a finer granularity to how much health is being recovered. The player might only get back 1.5hp before they get attacked rather then a straight 2hp/sec.

All in all they both work great and both have there pro/cons.

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avatar image SPIGS · Dec 10, 2013 at 04:20 PM 0
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Ok thanks. I'll go with the first one. Though should the InvokeRepeating be put in the Update method? Would it get called multiple times?

avatar image The Kracken · Dec 10, 2013 at 08:45 PM 0
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Nah leave it out of update. It will continue to get called until you cancel the invoke.

avatar image SPIGS · Dec 10, 2013 at 08:50 PM 0
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Ok thanks again.

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