Core
The two components every damageable object needs: a Health on the root and a Hitbox on each collider that can be hit.
Holds health, takes damage and heals, raises change and death events
Connects a collider to a Health, with a damage multiplier
⚙️ How It Works
flowchart TD
A("Damage Received") --> B("Hitbox: Applies Damage Multiplier")
B --> C("Modifier: Applies Damage Modification")
C --> D("Health: Applies Processed Damage")
B --> D
D --> E("On Health Changed")
D --> F("On Death")
classDef damage fill:#5c3434,stroke:#a35d5d,color:#f2dede
classDef component fill:#5a4f2c,stroke:#b39a52,color:#f5ecd2
classDef event fill:#2c4560,stroke:#5b86b3,color:#dce8f5
class A damage
class B,C,D component
class E,F event