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🧩 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.

  • IDamageAffinity implementations
  • 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.

  • HealthSystem
  • HealthConfig
  • TeamProvider

Effects

Tick-based gameplay helpers.

  • DotEffect
  • HotEffect

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.


  • Health System
  • Abstractions
  • Rules
  • Shields