using UnityEngine; namespace Blobcreate.Universal { public class HealthPack : MonoBehaviour { [SerializeField] int value = 100; [SerializeField] AudioSource pickupSound; [SerializeField] GameObject healthPackModel; [SerializeField] bool respawn; [SerializeField] float respawnInterval; float timer; void OnTriggerEnter(Collider other) { if (other.TryGetComponent(out var health)) { health.TakeDamage(-value); healthPackModel.SetActive(false); pickupSound.Play(); } } void Update() { if (!respawn) return; if (!healthPackModel.activeSelf) { timer += Time.deltaTime; if (timer > respawnInterval) { timer = 0f; healthPackModel.SetActive(true); } } } } }