using UnityEngine; public class EnemyHealth : MonoBehaviour, IDamageable { [Header("Config")] [SerializeField] private float _maxHealth = 100f; [Header("State")] [SerializeField] private float _health; private void OnEnable() { _health = _maxHealth; } public void ModifyHealth(float healthChange) { _health += healthChange; if (!(_health <= 0)) return; print("Ded"); Destroy(gameObject); } 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; } }