using System; using UnityEngine; public class Entity : MonoBehaviour { [Header("Health")] public float health; public float maxHealth; [Header("Movement")] public int maxMovement; public TileObject currentTile; [Header("Flags")] public bool canMove = true; public bool invincible; public void TakeDamage(float damage) { health -= damage; if (health <= 0) { OnKillEffects(); } } public void Heal(float healing) { health += healing; health = Mathf.Clamp(health, 0, maxHealth); } protected virtual void OnKillEffects() { } }