public float DealDamage(float damageAmount)
    {
        if (characterArmor)
        {
            float dealtDamage = damageAmount * (1 - (characterArmor.CurrentArmor / characterArmor.MaxArmor));
            characterArmor.Decay(damageAmount);

            hitPoints -= dealtDamage;
            if (hitPoints <= 0)
            {
                Die();
            }
            return(dealtDamage);
        }
        else
        {
            float dealtDamage = damageAmount;
            hitPoints -= dealtDamage;
            if (hitPoints <= 0)
            {
                Die();
            }
            return(dealtDamage);
        }
    }