using System; using UnityEngine; using UnityEngine.Serialization; public class HealthSystem : MonoBehaviour { private int health; [SerializeField] private int maxHealth = 100; public float HealthNormalized => (float)health / maxHealth; public event EventHandler OnDead; public event EventHandler OnDamage; private void Awake() => health = maxHealth; public void Damage(int damageAmount) { health -= damageAmount; if (health < 0) health = 0; if (health == 0) Die(); OnDamage?.Invoke(this, EventArgs.Empty); } private void Die() => OnDead?.Invoke(this, EventArgs.Empty); }