public void SetProgress(float percent)
 {
     try
     {
         fillBar.SetValues(percent);
     }
     catch (MissingReferenceException e)
     {
     }
 }
    void HandlePlayerHealthChanged(IDamageable entity)
    {
        //Debug.Log("Health changed");

        if (playerHealthFillBar != null)
        {
            gameObject.SetActive(true);
            playerHealthFillBar.SetValues(entity.Health, entity.MaxHealth); // player health, player max health.
        }

        if (entity.Health < previousHealth)
        {
            foreach (var ui in uics)
            {
                ui.StartShift();
            }
        }

        previousHealth = entity.Health; // Probably shouldn't do this, but cba creating an OnEntityDamage event.
    }