using UnityEngine; public class Health : MonoBehaviour { [SerializeField] private int health; [SerializeField] private Animator animator; private static readonly int TakeDamage = Animator.StringToHash("TakeDamage"); public int currentHealth { get; private set; } private void Start() { currentHealth = health; GameManager.Instance.healthContainer.Add(gameObject, this); } public void TakeHit(int damage) { currentHealth -= damage; animator.SetTrigger(TakeDamage); if (currentHealth <= 0) { Destroy(gameObject); } } public void SetHealth(int bonusHealth) { currentHealth += bonusHealth; // if (currentHealth > health) { // currentHealth = health; // } } }