void IDamageable.ChangeHealth(float amount, GameConsts.ATTACK_TYPES attackType) { //temp float dmg = amount; if (dmg < 0) { dmg = Mathf.Abs(dmg); dmg = Mathf.Clamp(dmg, 0, Health.Max); Health.Curr -= dmg; return; } Health.Curr += dmg; //Main thing // Debug.Log(string.Format("{0} has taken {1} damage", CharacterName, amount)); //Health.Curr += amount; }
void IDamageable.ChangeHealth(float amount, GameConsts.ATTACK_TYPES attackType) { Debug.Log(string.Format("{0} has taken {1} damage", BuildingName, amount)); Health.Curr += amount; }