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Question by ken12cb · Dec 10, 2019 at 06:25 PM · fix

My question is how to get this working, I have this script for healing...The problem is that it increments the the health number I put in plus the entire current health number...Can any of you ladies or gentilemen help me fix this...Thx ken

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using EmeraldAI; using EmeraldAI.Example;

//Apply our needed components when attaching the script to an object [RequireComponent(typeof(BoxCollider))] [RequireComponent(typeof(Rigidbody))] public class Heal : MonoBehaviour { public enum TargetType { Player = 0, AI = 1, NonAITarget = 2 }; public TargetType TargetTypeRef = TargetType.Player; public enum InteractionTypeEnum { Healing = 0, Damage = 1 }; public InteractionTypeEnum InteractionType = InteractionTypeEnum.Healing; public int DamageAmount = 5; public int HealingAmount = 1; bool AIPresent = false; EmeraldAISystem EmeraldAISystem; EmeraldAIPlayerHealth PlayerHealthSystem; Coroutine HealCoroutine;

 //Set our components to the right setting on Start
 void Start()
     {
         GetComponent<BoxCollider>().isTrigger = true;
         GetComponent<Rigidbody>().isKinematic = true;
     }

 void OnTriggerEnter(Collider C)
 {
     //Check to see if our Emerald AI component is on the collision object.
     if (C.gameObject.GetComponent<EmeraldAIPlayerHealth>() != null)
     {
         //Get a reference to the collision object's Emerald AI system and store it.
         PlayerHealthSystem = C.gameObject.GetComponent<EmeraldAIPlayerHealth>();

         if (InteractionType == InteractionTypeEnum.Damage)
         {
             //Damage our collision object's Emerald AI system. In this eaxample, the player is doing damage. 
             int TargetTypeCobverter = (int)TargetTypeRef;
             EmeraldAISystem.Damage(DamageAmount, (EmeraldAISystem.TargetType)TargetTypeCobverter);
         }
         else if (InteractionType == InteractionTypeEnum.Healing && !AIPresent)
         {
             //Start our healing coroutine
             //AIPresent = true;
             PlayerHealthSystem.CurrentHealth += HealingAmount;
         }
        
         
     }
 }

     //Cancel collision
     void OnTriggerExit(Collider C)
     {
         AIPresent = false;
         EmeraldAISystem = null;
     }
 }
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Answer by Wilomomo · Dec 12, 2019 at 03:36 PM

You have to clamp your health point =)

Modify at line 26

 PlayerHealthSystem.CurrentHealth += HealingAmount;
 PlayerHealthSystem.CurrentHealth = Mathf.Clamp(PlayerHealthSystem.CurrentHealth, 0, MaxHealthPoint);
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