public void HighlightingDamage()
 {
     if (_damageState == damageState.noDamage)
     {
         _tempColor   = _renderer.color;
         _damageState = damageState.increase;
     }
 }
    private void OnMouseExit()
    {
        _selectionState = selectionState.normal;
        if (_damageState != damageState.noDamage)
        {
            _tempColor   = defaultColor;
            _damageState = damageState.decrease;
        }
        else
        {
            _renderer.color = defaultColor;
        }

        _UI_Panel.Fade(0);
    }
    public void ChangeDamageState(int strength)
    {
        state = state + strength;

        if (state + strength < damageState.None)
        {
            state = damageState.None;
        }

        else if (state + strength > damageState.Dead)
        {
            state = damageState.Dead;
        }

        DamageStateController();
    }
    void Start()
    {
        stateEffects = GetComponent <DamageStateEffects>();

        state = damageState.None;
    }
 private void ColorChange(Color targetColor, damageState targetState)
 {
     _renderer.color = Color.Lerp(_renderer.color, targetColor, colorChangeSpeed * Time.deltaTime);
     _damageState    = (_renderer.color == targetColor) ? targetState : _damageState;
 }