using UnityEngine; using UnityEngine.Events; public class Entity : MonoBehaviour { private int maxHealth; private int currentHealth; private int attackDamage; [SerializeField] private EntityData data; void Awake() { maxHealth = data.maxHealth; currentHealth = data.maxHealth; attackDamage = data.attackDamage; } public virtual void TakeDamage(int playerAttackDamage) { currentHealth -= playerAttackDamage; if (currentHealth <= 0) { currentHealth = 0; Destroy(gameObject); } } void Update() { RunAI(); } protected void RunAI() { } public int getAttackDamage() { return attackDamage; } }