using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(Animator))]
public class Character : MonoBehaviour
[Header("Mana Controller")]
[SerializeField] protected float maxMana;
[SerializeField] protected float currentMana;
[Header("Health Controller")]
protected float currentLife;
[SerializeField] protected float maxLife;
protected virtual void Awake()
anim = GetComponent<Animator>();
protected virtual void Update()
#region Health & Mana Controller
public void Heal(float _value)
currentLife = Mathf.Min(currentLife + _value, maxLife);
public void TakeDamage(float _value)
currentLife = Mathf.Max(currentLife - _value, 0f);
protected virtual void Death()
anim.SetBool("Dead", dead);
public void ManaRegen(float _value)
currentMana = Mathf.Min(currentMana + _value, maxMana);
public void SpendMana(float _value)
currentMana = Mathf.Max(currentMana - _value, 0f);
protected virtual void Animations()