private void OnTriggerStay(Collider other) { if (other.gameObject.tag == "Player") { playerproperty = other.gameObject.GetComponent <PlayerProperty>(); if (playerproperty != null && playerproperty._CurrentHealth < playerproperty.MaxHealth) { audio.Play(); playerproperty.Heal(5); playerhud.updateHealthSlider(); meshrender.enabled = false; meshcollider.enabled = false; particle.Stop(); light.enabled = false; Debug.Log(playerproperty._CurrentHealth); } else { return; } } }