It's supposed to be called Damage/Heal. MOST Damage system is a full health control system with a lot of features related health system
Features
Damage/healing trigger and collision option
Support layer and tag objects detection and control
Support the health bar manager
Effects and fx spawner for all events (on damage, on heal, on defeat)
Event section for all events (on damage, on heal, on defeat)
API reference
All public properties can be updated at runtime, and the changes will be set immediately.
// 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