Infinite health boost

I haven’t written code for a long time, and my coding skills are low.
I’m trying to make a bonus to my maximum health when leveling each of the skills. When the total bonus from skills is 20, then my health constantly increases.
And at this moment I can not understand what is happening.

To clarify: there are identical skills, pumping these skills, we add their levels into one variable and thereby get a bonus. And when from all skills the sum of levels is 20 there is a glitch? I don’t understand(

There can be many such skills, they all go to a common bonus

using UnityEngine;
using TMPro;

public class Littel_Skills_Hp : MonoBehaviour
{
    public GameManager gM;
    public Skills_Hp sH;

    public int lvl_Littel_Skill_HP; // lvl Littel Skill
    public int price_Littel_Skills; // Cost to increase 1st small HP skill

    public TMP_Text lvlSkillText;

    private void Start()
    {
        sH = FindObjectOfType<Skills_Hp>();
        gM = FindObjectOfType<GameManager>();
    }

    private void FixedUpdate()
    {
        TextButton();
    }

    public void LvlUpLittelBonusHP()
    {
        if (lvl_Littel_Skill_HP < 10 & gM.gold >= price_Littel_Skills)
        {
            gM.gold -= price_Littel_Skills;
            lvl_Littel_Skill_HP += 1;
            sH.all_Littel_Skills_HP += 1;
            price_Littel_Skills += price_Littel_Skills * lvl_Littel_Skill_HP / 5;
            Debug.Log(sH.all_Littel_Skills_HP);
        }
    }

    private void TextButton()
    {
        lvlSkillText.text = lvl_Littel_Skill_HP.ToString();
    }
}

Here we have a general bonus from all skills giving an increase to health. base_Bonus_HP I didn’t raise during the tests and it was at zero.

using System.Collections;
using UnityEngine;

public class Skills_Hp : MonoBehaviour
{
    public GameManager gM;
    public int bonus_HP;

    public int base_Bonus_HP;  // Large HP skill giving 100 HP for 1 lvl
    public int lvl_Base_Bonus_HP = 0; // Large HP skill level
    public int price_Base_Bonus_HP = 100; // Cost to increase a large HP skill

    public int all_Littel_Skills_HP; // bonus from all small skills, all small skills are summed up here
    public int bonus_Littel_Skill_HP; // bonus from the 1st small skill to HP, this bonus is the same for all small skills

    private void Start()
    {
        gM = FindObjectOfType<GameManager>();
    }

    private void FixedUpdate()
    {
        bonus_HP = (base_Bonus_HP * lvl_Base_Bonus_HP) + ((gM.maxPlayerHealth / 100) * (all_Littel_Skills_HP * bonus_Littel_Skill_HP));
        Debug.Log(bonus_HP);
    }

    private void LvlUpBaseBonusHP()
    {
        if (lvl_Base_Bonus_HP < 10 & gM.gold >= price_Base_Bonus_HP)
        {
            gM.gold -= price_Base_Bonus_HP;
            lvl_Base_Bonus_HP += 1;
            price_Base_Bonus_HP += price_Base_Bonus_HP * lvl_Base_Bonus_HP;
        }
    }
}

Sounds like it is time for you to start debugging!

Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

1 Like

Following your advice, I was able to find a problematic place in the code and was able to make the error no longer appear.
Although I also realized that I had not corrected it to the end and did not recognize its root due to a lack of knowledge.
Thank you for the direction, I will study and move on.

2 Likes

Awesome!!

That’s why the above is so fundamental: it can be done by anyone and when you pay attention, you learn amazing things about what your program is actually doing versus what you think it is doing.

You’re welcome. Keep that list handy because it is a universal approach that can solve pretty much any problem, no matter how complex.