using NaughtyAttributes; using UnityEngine; public class VampireEntity : Entity { [SerializeField] [field: Required] PlayerStats playerStats = null!; // [SerializeField] [Required] // HealthBar healthBar; [HideInInspector] public PlayerMovement playerMovement; protected override void Awake() { base.Awake(); transform.SetParent(arena.minionParent); } protected override void Start() { base.Start(); base.entityType = EntityFlag.Vampire; playerMovement = GetComponent(); } protected override void Update() { base.Update(); if (gameFlowManager.CanDoAction) TakeDamage(playerStats.bloodLossRate * Time.deltaTime, this); } // public override void TakeDamage(float amount) { // base.TakeDamage(amount); // healthBar.SetHealthFraction(Health / initialHealth); // } public bool IsInSafeZone() => playerMovement.IsInSafeZone; protected override void OnDied() => gameFlowManager.GameOver(); }