// Next to each line shows the return and set data Type
// You can use this function to apply damage from other behaviors
// amount for damage amount, and if amount is not set, the system will use DefaultDamageAmount
Most_Damage.OnDamage([Optional] float amount);
// You can use this function to apply a heal from other behaviors
// amount for heal amount, and if amount is not set, the system will use DefaultHealAmount
Most_Damage.AddHealth([Optional] float amount);
// Current health // to update this property, use OnDamage() and AddHealth()
Most_Damage.Health; return float
// Max health of the object
Most_Damage.MaxHealth; return or set float
// the default damage amount
// if OnDamage() is called without giving the amount
// or if the damage object(like bullet) have undefined damage/attack value
Most_Damage.DefaultDamageAmount; return or set float
// the default heal amount
// if AddHealth() is called without giving the amount
// or if the heal object have undefined health value
Most_Damage.DefaultHealAmount; return or set float
// enable/disable health bar syncing
Most_Damage.EnableHealthBar; return or set bool
// If the damage system will be affected by Triggered collider components
Most_Damage.UseOnTrigger; return or set bool
// If the damage system will be affected by collider components
Most_Damage.UseOnCollision; return or set bool