using NaughtyAttributes; using UnityEngine; public class VampireEntity : Entity { [SerializeField] [Required] HealthBar healthBar; [Min(10f)] float initialHealth; protected override void Start() { base.Start(); SetName("Vampire"); initialHealth = Health; } public override bool TakeDamage(float amount) { bool stillAlive = base.TakeDamage(amount); healthBar.SetHealthFraction(Health / initialHealth); return stillAlive; } }