public void OnHurt(float damage) { if (healthyState == HealthyState.LastStand) { ToDeadState(); } else if (healthyState == HealthyState.Healthy) { if (monsterBehavior != null) { if (!monsterBehavior.IsAware) { monsterBehavior.BecomeAware(); } } life -= damage * Defense; Debug.Log($"Total damage done {damage * Defense}"); bleedTimer = Time.time; if (life < 0) { ToStaggerState(); } } else if (healthyState == HealthyState.Staggered) { staggeredLife += Time.deltaTime; if (staggeredLife > staggerShotCap) { ToDeadState(); } } }