public void TakeDamage(int damage, Vector2 force) { if (immune) { return; } audioZ.Play(); Health -= damage; if (isBoss) { HealthBar.fillAmount = Health / startHealth; } if (spriteMat.GetFloat("_Dissolve") >= 0.3f) { spriteMat.SetFloat("_Dissolve", Health / startHealth); } StartCoroutine(showEffect()); if (Health <= 0) { GameObject effect = Instantiate(deathEffect, transform.position, Quaternion.identity); effect.GetComponent <ParticleSystemRenderer>().material = material; waveHandler.EnemyDeath(gameObject); Destroy(gameObject); } if (force != Vector2.zero) { rb.AddForce((force).normalized * 10000, ForceMode2D.Impulse); } }