public void ReceiveHealing(float healAmount) { if (playerHealth < maxHealth) { playerHealth += healAmount; // maybe we should re enable the player when above half health if (playerHealth >= maxHealth) { playerHealth = maxHealth; currentState = PlayerState.Normal; sfx.FullHealth(); sfx.StoppingOverheat(); Debug.Log("Went to maximum"); } } uiController.UpdateHealth(playerHealth); animator.SetFloat("health", playerHealth); }