extends CollisionShape2D class_name Destructable signal hit(damage, collision) signal die(damage, collision) export var max_health = 100 export var health = 100 func _ready(): pass func trigger_hit(damage, collision): emit_signal("hit", damage, collision) health = clamp(health - damage, -max_health, max_health) if health > max_health: health = max_health elif health <= 0: emit_signal("die", damage, collision)