public virtual void GetDamage(float damage) { f_health -= damage; Debug.Log(f_health); GameObject _bh = Instantiate(m_hitBlood, transform.position, Quaternion.identity); Destroy(_bh, 0.7f); //Damage Animation if (f_health <= 0) { //Death b_alive = false; CancelInvoke(); m_myWave.EnemyDead(); gameObject.SetActive(false); GameObject _bd = Instantiate(m_deadBloor, transform.position, Quaternion.identity); Destroy(_bd, 10f); OnDie(); } }