using UnityEngine; public class EnemyHealth : MonoBehaviour { [SerializeField] private int startingHealth = 3; private int currentHealth; private Animator anim; private bool dead; private void Awake() { currentHealth = startingHealth; anim = GetComponent(); } public void TakeDamage(int damage) { if (dead) return; currentHealth -= damage; anim.SetTrigger("hurt"); if (currentHealth <= 0) { Die(); Debug.Log("Enemy is down"); } } private void Die() { dead = true; anim.SetTrigger("die"); // Enemy deaktivieren GetComponent().enabled = false; // Collider ausschalten GetComponent().enabled = false; // Optional: Rigidbody stoppen Rigidbody2D rb = GetComponent(); if (rb != null) rb.linearVelocity = Vector2.zero; Destroy(gameObject, 1.5f); } }