public void Damage(float _damage) { switch (state) { case CombatStates.BLOCK: // 50% damage currHealth -= _damage * blockResist; // should be resistance val break; case CombatStates.PARRY: // 0% damage // 100% damage back to enemy NonblockableAttack(_damage); state = CombatStates.NONE; parryTimer = 0.0f; break; default: // 100% damage currHealth -= _damage; break; } stats.UpdateHealthUI(currHealth); DebugMobileManager.Log("Player health is: " + currHealth); if (currHealth <= 0) { UnityEngine.SceneManagement.SceneManager.LoadScene(0); DebugMobileManager.Log("GAME OVER"); } }