Equipping a Healing Gem to give passive regen...

I am currently using the Brackeys Inventory, which I have modified slightly and it works fine. However, there is an item I created called Healing Gem, which adds 1 per second to the “health” int in my script. This is not getting any errors; rather, it is not functioning as I please. The issues are:

  • Firstly, the regen is not +1 per second, it’s more like +99 per second, restoring the full health instantly.
  • Secondly, it always takes the “health” value above 100, to exactly 101, even though I set it up in an if statement to reset the health value to 100 if it goes above.
  • Finally, I am unsure of any other errors, however I intend this effect to be on as long as the item is equipped.

These are the two scripts that are being used:

1 - Vitals script(C#); handles basic attributes and states. Also where Coroutines are.

using UnityEngine;
using System.Collections;

public class Vitals : MonoBehaviour {

	public static int health = 100;
	public static int mana = 100;

	public bool poisoned = false;
	public bool dead = false;
	public bool slow = false;

	public static bool hasHealGem = false;

	// Use this for initialization
	void Start () {
		
	}
	
	// Update is called once per frame
	void Update () {

		Debug.Log (health);

		if(health == 0 || health < 0) {
			dead = true;
		}

		if(health > 100) {
			health = 100;
		}

		if(dead == true) {
			Destroy(this.gameObject);
		}
	}

	void OnTriggerEnter(Collider other) {
		if (other.gameObject.CompareTag ("Damage")) {
			health -= 5;
		}
		if(other.gameObject.CompareTag("Poison") & !poisoned) {
			StartCoroutine(Poisoning());
		}
		if(other.gameObject.CompareTag("Slow") & !slow) {
			Movement.speed -= 4;
		}
		if(other.gameObject.CompareTag("Kill")) {
			Destroy(this.gameObject);
		}
	}

	IEnumerator Poisoning() {
		poisoned = true;
		health -= 2;
		for(int i = 0; i<11; i++)
		{
			yield return new WaitForSeconds(1);
			health -= 2;       
		}
		poisoned = false;
	}

	public static IEnumerator HealingGem() {
		hasHealGem = true;
		health += 1;
		for(int i = 0; i>0; i++)
		{
			yield return new WaitForSeconds(1);
		}
	}

}

2 - ItemEffect script(JavaScript); Handles effects when items are equipped. Comes with the Inventory Package.

#pragma strict

//This script allows you to create equipment effects that will be called either OnEquip or WhileEquipped. This is usefull for magic effects and stat handling.

@script AddComponentMenu ("Inventory/Items/Equipment Effect")
@script RequireComponent(Item)

private var effectActive = false;

function Update () 
{
	if (effectActive == true)
	{
		if(this.gameObject.CompareTag("HealGem")) {
			Vitals.hasHealGem = true;
			StartCoroutine(Vitals.HealingGem());
		}
		//-----> THIS IS WHERE YOU INSERT CODE YOU WANT TO EXECUTE AS LONG AS THE ITEM IS EQUIPPED. <-----
	}
}

function EquipmentEffectToggle (effectIs : boolean)
{
	if (effectIs == true)
	{
		effectActive = true;
		
		Debug.LogWarning("Remember to insert code for the EquipmentEffect script you have attached to " + transform.name + ".");
		
		//-----> THIS IS WHERE YOU INSERT CODE YOU WANT TO EXECUTE JUST WHEN THE ITEM IS EQUIPPED. <-----
		
	}
	else
	{
		effectActive = false;
		
		//-----> THIS IS WHERE YOU INSERT CODE YOU WANT TO EXECUTE JUST WHEN THE ITEM IS UNEQUIPPED. <-----
	}
}

I have already placed the C# Vitals script in the Standard Assets folder and everything functions as I please… Except the accelerated regeneration rate.

Please help me if you can. Thanks in advance! :smiley:

It looks as though you’re creating a new coroutine every frame, since it’s merely set to start one as long as those conditions are true. Coroutines aren’t a singular entity that just gets turned on or off, when you call it in the script, it starts it in memory as its own instance, and any other time you call that code, it will start another coroutine instance, even though one is already running. And as you can imagine, that will lead to a performance loss.

I would probably do it like this:

	IEnumerator HealingGem()
	{
		while (hasHealGem)
		{
			if (health < 100)
			{
				health ++;
			}
			yield return new WaitForSeconds(1);
		}
	}

And your other script:

if((this.gameObject.CompareTag("HealGem")) && (!Vitals.hasHealGem)) //Now the coroutine will only be activated once when the gem is picked up, since hasHealGem will be true on the next update.
       {
         Vitals.hasHealGem = true;
         StartCoroutine(Vitals.HealingGem());
       }