public void Damage(float force) { // calculate damage Debug.Log("damage force: " + force); this.health -= (int)(force * damageMultiplier); foreach (GameObject healthDisplay in healthDisplays) { healthDisplay.GetComponent <HealthRenderer>().RenderHealth(health / (float)maxHealth); } if (this.health <= 0) { Die dieScript = this.gameObject.GetComponent <Die>(); dieScript.DieNow(); } }