using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemyHealth : MonoBehaviour, IDamageable { [SerializeField] float _maxHealth = 100f; [SerializeField] float _health ; private void OnEnable() { _health = _maxHealth; } private void Update() { if (_health <= 0) { print("Ded"); Destroy(gameObject); } } public void ModifyHealth(float _healthChange) { _health += _healthChange; } public void SetHealth(float newHealth) { _health = newHealth; } public void SetMaxHealth(float newHealth) { _maxHealth = newHealth; } public float GetHealth() { return _health; } public float GetMaxHealth() { return _maxHealth; } public float GetHealthFactor() { return _health / _maxHealth; } }