using System; using System.Collections.Generic; using UnityEngine; public class EntityStats : MonoBehaviour { public Entity thisEntity; [Header("Health")] public float health; public float maxHealth; [Header("Stats")] public float speed; public float jumpPower; [Header("Ground Detection")] [SerializeField] private Transform groundCheck; [SerializeField] private LayerMask groundLayer; [Header("Attack Origin")] public Transform attackOriginPoint; public Transform attackOriginCenter; [Header("Abilities")] public List abilities = new(); [Header("Cache")] public Rigidbody2D rb; public void TakeDamage(float damage) { health -= damage; if (health <= 0) { thisEntity.OnDeath(); } } public void Heal(float healing) { health += healing; health = Math.Clamp(health, 0, maxHealth); } public bool OnGround() { return Physics2D.OverlapCircle(groundCheck.position, 0.05f, groundLayer); } }