using NaughtyAttributes; using UnityEngine; public class VampireEntity : Entity { [SerializeField] [field: Required] PlayerStats playerStats = null!; [SerializeField] [Required] HealthBar healthBar; protected override void Start() { base.Start(); base.entityName = "Vampire"; } protected override void Update() { base.Update(); if (gameFlowManager.Paused) return; TakeDamage(playerStats.bloodLossRate * Time.deltaTime); } public override bool TakeDamage(float amount) { bool stillAlive = base.TakeDamage(amount); healthBar.SetHealthFraction(Health / initialHealth); return stillAlive; } protected override void OnDied() => gameFlowManager.GameOver(); }