Makes the entity have health and damageable. When the health reaches zero, the entity is destroed
Predicts incoming damage, this is used so that for example arrow towers do not shoot projectiles towards enemies which will die anyways.
Changes the base max health. @see setMaxHealthMultiplier for more details
Damages the entity with the given amount of damage. Not supposed to get called directly, instead a damage form should call this
Returns the current health as a percentage from 0 to 1
Regenerates the given amount of health
The max health multiplier is the multiplier which is used to calculate the maximum health. The reason this is splitted is due to the global health enhancement. The health component has a base max health, and also stores a multiplier. When changing the base max health or the multiplier, the effective max health is recomputed. This method sets the multiplier.
Returns if this entity will die at some point from the incoming damage, so we don't have to damage further
true if the entity will die