using UnityEngine; public class CombatEntity : Entity { [Header("Health")] public float maxHealth; public float health; public bool invulnerable; public void TakeDamage(float damage) { if (!invulnerable) { health -= damage; if (health <= 0) { OnDeath(); } } } protected virtual void OnDeath() { } public void Heal(float healing) { health += healing; health = Mathf.Clamp(health, 0, maxHealth); } }