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2026-02-10 21:27:46 +00:00
commit 3a8163af21
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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.AI;
public abstract class Character : MonoBehaviour
{
[Header("Stats")]
public int CurHp = 10;
public int MaxHp = 10;
[Header("Components")]
// Optional movement controller reference, assign in inspector if used
public NavMeshMovementController MovementController;
protected Character target;
public event UnityAction onTakeDamage;
public void TakeDamage(int damageToTake)
{
CurHp -= damageToTake;
onTakeDamage?.Invoke();
if (CurHp <= 0) Die();
}
public virtual void Die()
{
Destroy(gameObject);
}
public void SetTarget(Character t)
{
target = t;
}
public Character GetTarget() => target;
}