public void Damage(float amount) { if (InSafeZone) { return; } CurrentHealth -= amount; if (CurrentHealth < 0.0f) { CurrentHealth = 0.0f; } if (m_damageOverlay) { m_damageOverlay.TakeDamage(); } if (m_audioSource != null && GettingDamageSounds != null && GettingDamageSounds.Length > 0 && Random.Range(0, 100) < 50) { m_audioSource.PlayOneShot(GettingDamageSounds[Random.Range(0, GettingDamageSounds.Length)]); } }