using Unity.VisualScripting; using UnityEngine; namespace RPG.Core { public class Health : MonoBehaviour { [SerializeField] float health = 100f; bool isDead = false; public bool IsDead() { return isDead; } public void TakeDamage(float damage) { health = Mathf.Max(health - damage, 0); if (health == 0) { Die(); } } private void Die() { if (isDead) return; isDead = true; GetComponent().SetTrigger("die"); GetComponent().CancelCurrentAction(); } } }