I’m adding regenerating health/mana/etc to my game now, and I’m a bit confused about how to keep each attribute from rising above a maximum value. Let’s say I want HP to max out at some float maxHP, can I simply go:
float maxHP = 100;
[Range(0f, maxHP)]
public float myHP;
and rest assured that myHP = 100+25 will always return 100, and myHP = 0 - 100 will always return 0? Or is range not intended for this?