using UnityEngine; using UnityEngine.Events; public class Health : MonoBehaviour { [SerializeField] float health = 100; public UnityAction onChange; public UnityAction OnDeath; public bool IsDead { get { return health <= 0; } } public void TakeDamage(float damage) { if(GameManager.Instance.IsWinScore) return; health -= damage; onChange?.Invoke(health); if(health <= 0) OnDeath?.Invoke(); } }