/// <inheritdoc /> public void Tick() { //Check time passed TimePassed += UnityEngine.Time.deltaTime; if (TimePassed > 1.0f) { TimePassed = 0; } else { return; } //We should just decrement every player's health by 10 every second. foreach (var component in EntityDataContainer.Enumerate(KnownEntities)) { component.SetFieldValue(EntityObjectField.UNIT_FIELD_HEALTH, Math.Max(0, component.GetFieldValue <int>((int)EntityObjectField.UNIT_FIELD_HEALTH) - 10)); } }