public void TakeDamage() { _hurtAudio.Play(); _isHurt = true; _agent.isStopped = true; _animator.ResetTrigger(_atkDistanceHash); if (_isAlive) { _enemy.CurrentHealth -= CalculateDamageToReceive(); if (IsCriticalHit()) { _animator.SetTrigger(_defendHash); _isDefending = true; _playerStatsController.AddCritical(); } else { _animator.SetTrigger(_hurtHash); } } if (!_isAlive) { _enemy.CurrentHealth = 0; Die(); } }