using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerHealth : MonoBehaviour, IDamageable { [SerializeField] float _maxHealth; [SerializeField] float _health; private void Awake() { SetHealth(_maxHealth); } private void Update() { if (_health <= 0) { Debug.Log($"{transform.name} Died"); } } public float GetHealth() { return _health; } public float GetHealthFactor() { return _health / _maxHealth; } public float GetMaxHealth() { return _maxHealth; } public void ModifyHealth(float _healthChange) { _health += _healthChange; } public void SetHealth(float newHealth) { _health = newHealth; } public void SetMaxHealth(float newHealth) { _maxHealth = newHealth; } }