using UnityEngine; namespace UI { public class PlayerStateUI : MonoBehaviour, Base.ITick { [SerializeField] private BarUI focusedEntityHP; [SerializeField] private BarUI lastEntityHP; public void Tick() { var focusedEntity = Program.Instance.FocusedEntity; if (focusedEntity && focusedEntity.entityDef != null) { focusedEntityHP.Progress = (float)focusedEntity.attributes.health / focusedEntity.entityDef.attributes.health; } } } }