public void Cure()
 {
     if (Item)
     {
         Destroy(Item.gameObject);
         ReplenishBB.Raise();
     }
     PatientCured.Raise(this.gameObject);
     StartCoroutine(CureRoutine());
 }
    void Update()
    {
        if (!IsDead)
        {
            Blood -= BloodLossRate * Time.deltaTime * _HSManager.DifficultyMultiplier;

            if (Blood <= 0f)
            {
                IsDead = true;

                PatientDead?.Raise(this.gameObject);

                if (Item)
                {
                    Destroy(Item.gameObject);
                    ReplenishBB.Raise();
                }

                StartCoroutine(CureRoutine());
            }

            BloodSprite.transform.localScale = Vector3.Lerp(new Vector3(1f, 0f, 1f), Vector3.one, Blood / MaxBlood);

            Item?.Effect(this);

            if (!_over90 && Blood >= 90f)
            {
                HighlightRenderer.material.SetFloat("_OutlineThickness", 5);
                HighlightRenderer.material.SetColor("_OutlineColor", Color.green);
                _over90 = true;
            }

            if (_over90 && Blood < 90f)
            {
                print("oiiiiiii");
                HighlightRenderer.material.SetFloat("_OutlineThickness", 0);
                HighlightRenderer.material.SetColor("_OutlineColor", _highlightColor);
                _over90 = false;
            }
        }
    }