using UnityEngine; public class PlayerHealth : MonoBehaviour, IDamageable { [SerializeField] private DeathHandler _deathHandler; [SerializeField] private float _maxHealth; [SerializeField] private float _health; private void Awake() { SetHealth(_maxHealth); } public float GetHealth() { return _health; } public float GetHealthFactor() { return _health / _maxHealth; } public float GetMaxHealth() { return _maxHealth; } public bool IsProvoked { get; set; } public void ModifyHealth(float healthChange) { _health += healthChange; if (_health <= 0) { _health = 0; _deathHandler.HandleDeath(); } } public void SetHealth(float newHealth) { _health = newHealth; } public void SetMaxHealth(float newHealth) { _maxHealth = newHealth; } }