using System.Collections; using System.Collections.Generic; using UnityEngine; using BITKit; using BITKit.Animations; using BITKit.Entities; namespace BITFALL.Entites { public class EntityProxyCharacter : EntityComponent, IHealthCallback { public UnityAnimator animator; [SerializeReference, SubclassSelector] public References _getDamage; public override void OnStart() { base.OnStart(); entity.RegisterCallback(this); } public void OnSetAlive(bool alive) { } public void OnSetHP(int hp) { animator.animator.Play(_getDamage,-1,0); } } }