public void Damage(IEnemyTargetable attacker) { Vector3 bloodDir = (GetPosition() - attacker.GetPosition()).normalized; Blood_Handler.SpawnBlood(GetPosition(), bloodDir); int damageAmount = 30; DamagePopup.Create(GetPosition(), damageAmount, false); healthSystem.Damage(damageAmount); if (IsDead()) { FlyingBody.Create(GameAssets.i.pfEnemyFlyingBody, GetPosition(), bloodDir); Destroy(gameObject); } else { // Knockback transform.position += bloodDir * 5f; if (hitUnitAnim != null) { state = State.Busy; characterBase.PlayHitAnimation(bloodDir * (Vector2.one * -1f), SetStateNormal); } } }