public void Damage(int damageToTake) { if (damageCooldown <= 0) { // animation, particles, etc // damage events here Decrease(damageToTake); //Debug.Log("Ouch! " + gameObject.name + " took " + damageToTake + " damage, and has " + currentValue + " health left."); if (GetComponent <PlayerCharacter_Animator>() != null || GetComponent <NPC_Animator>() != null) { AnimationEventManager.FloatingText(this, damageToTake.ToString()); } // check for death, etc if (currentValue <= 0) { AnimationEventManager.Death(this); } else { AnimationEventManager.DamageTaken(this); } damageCooldown = 0.4f; } }