So I also would like to invent a new stats called “Armour” and it should work simular to the Health stats. Right now when we are taking damage, we actually refering directly on the Health component (when I am not super wrong)
So what I would actually like to do is checking first, if I still/have armour points and only taking damage on the health when the armour points are actually at 0. So something like that:
if(armourPoints <= 0)
{
attack my Health Points
}
else
{
Attack my armour Points
}
how is it actually possible to achieve that, when right now we are refering directly to the Health component itself? Cause I really would like to make the armour we put on in the inventory to really work as an armour and not only boosting up the health stats.