🧩 Health — Unity Integration¶
📦 Folder Overview¶
This folder contains the Unity-facing layer of the Health system.
It provides MonoBehaviour implementations, helpers, and gameplay-ready components built on top of the core framework (Abstractions, Rules, Shields).
🎯 Purpose¶
Unity Integration exists to:
- Bridge framework contracts to Unity components
- Provide ready-to-use behaviours
- Enable fast authoring and iteration
- Keep core systems decoupled from Unity-specific concerns
🧩 What Lives Here¶
Affinities¶
Damage-type effectiveness providers.
IDamageAffinityimplementations- ScriptableObject and MonoBehaviour setups
- Consumed by rules
Combat¶
Combat-related helpers.
- Tracks combat state
- Bridges gameplay to Health events
- Does not mutate health
Core¶
Primary runtime implementation layer.
HealthSystemHealthConfigTeamProvider
Effects¶
Tick-based gameplay helpers.
DotEffectHotEffect
Use public APIs so rules, shields, and authority are respected.
Lifecycle¶
Lifecycle helpers and handlers.
- Death handling
- Invincibility
- Regeneration
- Revive interception
Modifiers¶
Stat-style helpers.
MaxHealthModifierStack- Value aggregation utilities
Adjust state indirectly rather than modifying rules.
⚠️ Important Notes¶
Boundaries¶
This layer is:
- The primary Unity runtime layer
- Where most users interact with the system
- A collection of modular components
This layer is not:
- The source of truth for contracts (see Abstractions)
- The place for combat math (see Rules)
- A monolithic system
🧠 Usage Guidance¶
- Treat this layer as the authoring surface for gameplay
- Use public APIs rather than internal implementation details
- Keep components focused and modular
🚫 Not for Production Use¶
This folder is optional and may be replaced or customised.
🔗 Related Documentation¶
- Health System
- Abstractions
- Rules
- Shields