using Godot; public partial class HealthPoints : Node { [Export] public long MaximumHP { get; protected set; } public long CurrentHP { get; protected set; } [Export] private TextureProgressBar _healthBar; public override void _Ready() { CurrentHP = MaximumHP; } public void TakeDamage(long damage) { CurrentHP -= damage; GD.Print(CurrentHP); } public void UpdateHealthbar() { _healthBar.Value = CurrentHP; } }