### YamlMime:ManagedReference items: - uid: Player.Damageable commentId: T:Player.Damageable id: Damageable parent: Player children: - Player.Damageable.damage - Player.Damageable.Damage(System.Single) - Player.Damageable.damageSelfDebug - Player.Damageable.dying - Player.Damageable.force - Player.Damageable.HandleDeath - Player.Damageable.lives - Player.Damageable.maxDamage - Player.Damageable.OnPlayerDeath - Player.Damageable.OnPlayerRespawn - Player.Damageable.ResetDamage - Player.Damageable.Respawn langs: - csharp - vb name: Damageable nameWithType: Damageable fullName: Player.Damageable type: Class source: id: Damageable path: '' startLine: 3235 assemblies: - cs.temp.dll namespace: Player summary: "\nThis class handles the player's ability to take damage, die, and respawn.\nIt also manages interactions like blocking, parrying, and dropping items when hit.\n" example: [] syntax: content: 'public class Damageable : MonoBehaviour' content.vb: Public Class Damageable Inherits MonoBehaviour inheritance: - System.Object - uid: Player.Damageable.force commentId: F:Player.Damageable.force id: force parent: Player.Damageable langs: - csharp - vb name: force nameWithType: Damageable.force fullName: Player.Damageable.force type: Field source: id: force path: '' startLine: 3243 assemblies: - cs.temp.dll namespace: Player summary: "\nThe force applied to the player when hit.\n" example: [] syntax: content: public float force return: type: System.Single content.vb: Public force As Single - uid: Player.Damageable.damage commentId: F:Player.Damageable.damage id: damage parent: Player.Damageable langs: - csharp - vb name: damage nameWithType: Damageable.damage fullName: Player.Damageable.damage type: Field source: id: damage path: '' startLine: 3248 assemblies: - cs.temp.dll namespace: Player summary: "\nThe current accumulated damage of the player.\n" example: [] syntax: content: public float damage return: type: System.Single content.vb: Public damage As Single - uid: Player.Damageable.maxDamage commentId: F:Player.Damageable.maxDamage id: maxDamage parent: Player.Damageable langs: - csharp - vb name: maxDamage nameWithType: Damageable.maxDamage fullName: Player.Damageable.maxDamage type: Field source: id: maxDamage path: '' startLine: 3253 assemblies: - cs.temp.dll namespace: Player summary: "\nThe maximum damage the player can take before dying.\n" example: [] syntax: content: public float maxDamage return: type: System.Single content.vb: Public maxDamage As Single - uid: Player.Damageable.lives commentId: F:Player.Damageable.lives id: lives parent: Player.Damageable langs: - csharp - vb name: lives nameWithType: Damageable.lives fullName: Player.Damageable.lives type: Field source: id: lives path: '' startLine: 3258 assemblies: - cs.temp.dll namespace: Player summary: "\nThe number of lives the player has.\n" example: [] syntax: content: public int lives return: type: System.Int32 content.vb: Public lives As Integer - uid: Player.Damageable.damageSelfDebug commentId: F:Player.Damageable.damageSelfDebug id: damageSelfDebug parent: Player.Damageable langs: - csharp - vb name: damageSelfDebug nameWithType: Damageable.damageSelfDebug fullName: Player.Damageable.damageSelfDebug type: Field source: id: damageSelfDebug path: '' startLine: 3263 assemblies: - cs.temp.dll namespace: Player summary: "\nIf true, applies damage to self for debugging purposes.\n" example: [] syntax: content: public bool damageSelfDebug return: type: System.Boolean content.vb: Public damageSelfDebug As Boolean - uid: Player.Damageable.dying commentId: F:Player.Damageable.dying id: dying parent: Player.Damageable langs: - csharp - vb name: dying nameWithType: Damageable.dying fullName: Player.Damageable.dying type: Field source: id: dying path: '' startLine: 3268 assemblies: - cs.temp.dll namespace: Player summary: "\nIndicates whether the player is currently dying.\n" example: [] syntax: content: public bool dying return: type: System.Boolean content.vb: Public dying As Boolean - uid: Player.Damageable.OnPlayerDeath commentId: E:Player.Damageable.OnPlayerDeath id: OnPlayerDeath parent: Player.Damageable langs: - csharp - vb name: OnPlayerDeath nameWithType: Damageable.OnPlayerDeath fullName: Player.Damageable.OnPlayerDeath type: Event source: id: OnPlayerDeath path: '' startLine: 3273 assemblies: - cs.temp.dll namespace: Player summary: "\nEvent triggered when a player dies.\n" example: [] syntax: content: public event Action OnPlayerDeath return: type: System.Action{GameObject} content.vb: Public Event OnPlayerDeath As Action(Of GameObject) - uid: Player.Damageable.OnPlayerRespawn commentId: E:Player.Damageable.OnPlayerRespawn id: OnPlayerRespawn parent: Player.Damageable langs: - csharp - vb name: OnPlayerRespawn nameWithType: Damageable.OnPlayerRespawn fullName: Player.Damageable.OnPlayerRespawn type: Event source: id: OnPlayerRespawn path: '' startLine: 3278 assemblies: - cs.temp.dll namespace: Player summary: "\nEvent triggered when a player respawns.\n" example: [] syntax: content: public event Action OnPlayerRespawn return: type: System.Action{GameObject} content.vb: Public Event OnPlayerRespawn As Action(Of GameObject) - uid: Player.Damageable.Damage(System.Single) commentId: M:Player.Damageable.Damage(System.Single) id: Damage(System.Single) parent: Player.Damageable langs: - csharp - vb name: Damage(float) nameWithType: Damageable.Damage(float) fullName: Player.Damageable.Damage(float) type: Method source: id: Damage path: '' startLine: 3370 assemblies: - cs.temp.dll namespace: Player summary: "\nAdds a specified amount of damage to the player.\n" example: [] syntax: content: public void Damage(float damage) parameters: - id: damage type: System.Single description: The amount of damage to add. content.vb: Public Sub Damage(damage As Single) overload: Player.Damageable.Damage* nameWithType.vb: Damageable.Damage(Single) fullName.vb: Player.Damageable.Damage(Single) name.vb: Damage(Single) - uid: Player.Damageable.HandleDeath commentId: M:Player.Damageable.HandleDeath id: HandleDeath parent: Player.Damageable langs: - csharp - vb name: HandleDeath() nameWithType: Damageable.HandleDeath() fullName: Player.Damageable.HandleDeath() type: Method source: id: HandleDeath path: '' startLine: 3422 assemblies: - cs.temp.dll namespace: Player summary: "\nHandles player state after death and resets dying state after respawn.\n" example: [] syntax: content: public void HandleDeath() content.vb: Public Sub HandleDeath() overload: Player.Damageable.HandleDeath* - uid: Player.Damageable.Respawn commentId: M:Player.Damageable.Respawn id: Respawn parent: Player.Damageable langs: - csharp - vb name: Respawn() nameWithType: Damageable.Respawn() fullName: Player.Damageable.Respawn() type: Method source: id: Respawn path: '' startLine: 3433 assemblies: - cs.temp.dll namespace: Player summary: "\nRespawns the player at the spawn position and resets damage/health bar.\n" example: [] syntax: content: public void Respawn() content.vb: Public Sub Respawn() overload: Player.Damageable.Respawn* - uid: Player.Damageable.ResetDamage commentId: M:Player.Damageable.ResetDamage id: ResetDamage parent: Player.Damageable langs: - csharp - vb name: ResetDamage() nameWithType: Damageable.ResetDamage() fullName: Player.Damageable.ResetDamage() type: Method source: id: ResetDamage path: '' startLine: 3453 assemblies: - cs.temp.dll namespace: Player summary: "\nResets the player's damage to zero.\n" example: [] syntax: content: public void ResetDamage() content.vb: Public Sub ResetDamage() overload: Player.Damageable.ResetDamage* references: - uid: Player commentId: N:Player name: Player nameWithType: Player fullName: Player - uid: System.Object commentId: T:System.Object parent: System isExternal: true name: object nameWithType: object fullName: object nameWithType.vb: Object fullName.vb: Object name.vb: Object - uid: System commentId: N:System isExternal: true name: System nameWithType: System fullName: System - uid: System.Single commentId: T:System.Single parent: System isExternal: true name: float nameWithType: float fullName: float nameWithType.vb: Single fullName.vb: Single name.vb: Single - uid: System.Int32 commentId: T:System.Int32 parent: System isExternal: true name: int nameWithType: int fullName: int nameWithType.vb: Integer fullName.vb: Integer name.vb: Integer - uid: System.Boolean commentId: T:System.Boolean parent: System isExternal: true name: bool nameWithType: bool fullName: bool nameWithType.vb: Boolean fullName.vb: Boolean name.vb: Boolean - uid: System.Action{GameObject} commentId: T:System.Action{GameObject} parent: System definition: System.Action`1 name: Action nameWithType: Action fullName: System.Action nameWithType.vb: Action(Of GameObject) fullName.vb: System.Action(Of GameObject) name.vb: Action(Of GameObject) spec.csharp: - uid: System.Action`1 name: Action isExternal: true - name: < - uid: Global.GameObject name: GameObject isExternal: true - name: '>' spec.vb: - uid: System.Action`1 name: Action isExternal: true - name: ( - name: Of - name: " " - uid: Global.GameObject name: GameObject isExternal: true - name: ) - uid: System.Action`1 commentId: T:System.Action`1 isExternal: true name: Action nameWithType: Action fullName: System.Action nameWithType.vb: Action(Of T) fullName.vb: System.Action(Of T) name.vb: Action(Of T) spec.csharp: - uid: System.Action`1 name: Action isExternal: true - name: < - name: T - name: '>' spec.vb: - uid: System.Action`1 name: Action isExternal: true - name: ( - name: Of - name: " " - name: T - name: ) - uid: Player.Damageable.Damage* commentId: Overload:Player.Damageable.Damage name: Damage nameWithType: Damageable.Damage fullName: Player.Damageable.Damage - uid: Player.Damageable.HandleDeath* commentId: Overload:Player.Damageable.HandleDeath name: HandleDeath nameWithType: Damageable.HandleDeath fullName: Player.Damageable.HandleDeath - uid: Player.Damageable.Respawn* commentId: Overload:Player.Damageable.Respawn name: Respawn nameWithType: Damageable.Respawn fullName: Player.Damageable.Respawn - uid: Player.Damageable.ResetDamage* commentId: Overload:Player.Damageable.ResetDamage name: ResetDamage nameWithType: Damageable.ResetDamage fullName: Player.Damageable.ResetDamage