public void Damage(float hitAmount)
    {
        health -= hitAmount;

        if (health <= 0)
        {
            Instantiate(deathParticles, transform.position, Quaternion.identity);
            Debug.Log($"{transform.name} is Dead");
            DeathEvent.Invoke();
            DeathEvent.RemoveAllListeners();
            purse.increaseCoinCount();
            Destroy(this.gameObject);
        }

        float   percentage      = healthPerUnit * health;
        Vector3 newHealthAmount = new Vector3(percentage / 100f, healthBar.localScale.y, healthBar.localScale.z);

        healthBar.localScale = newHealthAmount;
    }