public void GotHit(int damageValue)
    {
        BaseAttribute health = entityData.GetAttributesController.GetAttribute <HealthAttr>();

        //health exists???, if so, then remove health from our character
        if (health == null)
        {
            return;
        }

        var levels = new List <BaseAttribute.LevelsAttribute>(15);

        for (var i = 0; i < health.UpdateLevels.Count; ++i)
        {
            levels.Add(new BaseAttribute.LevelsAttribute(health.UpdateLevels[i].IncreaseStep,
                                                         health.UpdateLevels[i].Value));
        }

        HealthAttr attr = new HealthAttr(
            -damageValue,
            health.MinValue,
            health.MaxValue,
            levels,
            GameEnums.Modifier.Addition);

        Modifier m = new Modifier(
            1,
            -1,
            GameEnums.Modifier.Addition,
            attr);

        entityData.GetAttributesController.AddModifier(m);



        //as we've modified the health, let's check our current health
        float currentHealth = entityData.GetAttributesController.GetAttributeValue <HealthAttr>();

        if (currentHealth <= 0f)
        {
            //player is dead, do something about it
        }
        else
        {
            //player is still alive, so maybe put a sound here or just do nothing...
        }
    }
    public void GotHit(int damageValue)
    {
        BaseAttribute health = entityData.GetAttribute <HealthAttr>();

        //health exists???, if so, then remove health from our character
        if (health == null)
        {
            return;
        }

        HealthAttr attr = new HealthAttr(
            -damageValue,
            health.MinValue,
            health.MaxValue,
            0,
            GameEnums.Modifier.ADDITION);

        Modifier m = new Modifier(
            1,
            GameEnums.Modifier.ADDITION,
            attr);

        entityData.AddModifier(m);



        //as we've modified the health, let's check our current health
        float currentHealth = entityData.GetAttributeValue <HealthAttr>();

        if (currentHealth <= 0f)
        {
            //player is dead, do something about it
        }
        else
        {
            //player is still alive, so maybe put a sound here or just do nothing...
        }
    }
 public HealthAttr(HealthAttr attr) : base(attr)
 {
 }