Core

The two components every damageable object needs: a Health on the root and a Hitbox on each collider that can be hit.

⚙️ 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