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Are conditionals the best way to do this?

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I need my character's vital statistics (heart rate, blood pressure, etc) to fluctuate convincingly, and gradually trend back to their average level when whatever raised or lowered them ceases to have an effect. I already have a very extensive system for applying and removing buffs, so I can easily raise or lower a vital stat through something like:

Code (csharp):
  1.  
  2.     if (Input.GetButtonDown ("Sprint")) {     //If the player starts sprinting...
  3.        PulseUp.Apply(player);           //Apply the buff...
Are conditionals the best way to do this?

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