public void TakeDamage(float damage) { bool characterDies = (currenthealthPoints - damage) <= 0; currenthealthPoints = Mathf.Clamp(currenthealthPoints - damage, 0f, maxHealthPoints); var clip = hitSounds[(int)UnityEngine.Random.Range(0, hitSounds.Length)]; audioSource.clip = clip; audioSource.Play(); if (characterDies) { character.SetIsAlive(false); StartCoroutine(KillCharacter()); } }