class_name Health extends Node signal health_depleted signal health_changed(health: int) @export var damage_particle_scene: PackedScene @export var max_health: int = 10 var current_health: int func take_damage(damage: int) -> void: current_health -= damage health_changed.emit(current_health) if current_health <= 0: health_depleted.emit() func heal_damage(healing: int) -> void: current_health += healing if current_health > max_health: current_health = max_health health_changed.emit(current_health)