private void DamageUpdate() { if (!startTakingDamage) { return; } // Update amount of health by which to decrease if (startTakingDamage) { currentHealthDecrease += healthDecrementRate * Time.deltaTime;; if (currentHealthDecrease >= 1.0f) { currentHealthDecrease -= 1.0f; currentHealth -= 1; } else { GameAudioController.playBuzz(); } } // Update slider if (currentHealth != healthbar.GetSliderValue()) { healthbar.SetHealth(currentHealth); AudioManager.Instance.StopSfx(); GameAudioController.playHurt(); } // Update isAlive if (currentHealth == 0) { isAlive = false; } }