public void Hurt(float rawDamage) { if (lastHit + invulnerableInterval < Time.time) { //Hp--; //todo fix hp add if (Hp < 0) { //dead } else { Avatar.ApplyDamage(rawDamage); FMOD.Studio.EventInstance hurtSound = FMODUnity.RuntimeManager.CreateInstance("event:/Combat/Injured"); hurtSound.start(); StartCoroutine(HurtDelay()); } lastHit = Time.time; } }