using System.Collections.Generic; using TMPro; using UnityEngine; public class Player : Entity { [Header("UI")] [SerializeField] private TextMeshProUGUI livesText; private void Update() { if (Input.GetMouseButtonDown(0)) { abilities[0].TryAbility(); } if (Input.GetMouseButtonDown(1)) //this way kinda sucks but i'll fix it when i feel like it { abilities[1].TryAbility(); } } public override void TakeDamage(int damage) { base.TakeDamage(damage); UpdateLivesUI(); } private void UpdateLivesUI() { livesText.text = $"Lives: {health}/{maxHealth}"; } }