using System; using UnityEngine; public class Entity : MonoBehaviour { [Header("Health")] public float health; public float maxHealth; [Header("Stats")] public float speed; public float jumpPower; [Header("Cache")] [SerializeField] protected Rigidbody2D rb; public void TakeDamage(float damage) { health -= damage; if (health <= 0) { OnDeath(); } } public void Heal(float healing) { health += healing; health = Math.Clamp(health, 0, maxHealth); } protected virtual void OnDeath() { } }