public float DealDamage(float damageAmount) { if (characterArmor) { float dealtDamage = damageAmount * (1 - (characterArmor.CurrentArmor / characterArmor.MaxArmor)); characterArmor.Decay(damageAmount); hitPoints -= dealtDamage; if (hitPoints <= 0) { Die(); } return(dealtDamage); } else { float dealtDamage = damageAmount; hitPoints -= dealtDamage; if (hitPoints <= 0) { Die(); } return(dealtDamage); } }