//Damage control. public void TakeDamage(int damage) { if (IsDead) { return; } dmgEffect.FadeIn(); // Decrement the current health by the damage but make sure it stays between the min and max. CurrentHealth -= damage; CurrentHealth = Mathf.Clamp(CurrentHealth, 0f, StartingHealth); // Set the health bar to show the normalised health amount. HealthBar.fillAmount = CurrentHealth / StartingHealth; // If the current health is approximately equal to zero if (Mathf.Abs(CurrentHealth) < float.Epsilon) { isDead = true; Wait(2); } }