public void Damage(float damage)
        {
            if (_armour > 0)
            {
                _armour -= damage;
                _armour  = Clamp(_armour, 0, _maxArmour);
            }
            else
            {
                _health -= damage;
                _health  = Clamp(_health, -1, _maxHealth); // neg 1 just in case of rounding errors
            }

            if (_health <= 0)
            {
                _parent.Die();
            }
        }