using UnityEngine; namespace OnlyScove.Scripts { public class HealthInteractable : BaseInteractable { [SerializeField] private float healAmount = 25f; [SerializeField] private bool destroyOnInteract = true; protected override void PerformInteraction(PlayerStateMachine player) { if (player.TryGetComponent(out Health health)) { health.Heal(healAmount); Debug.Log($"[Healing] Restored {healAmount} health."); if (destroyOnInteract) { Destroy(gameObject); } } else { Debug.LogWarning("[Healing] Player has no Health component!"); } } } }