몬스터 데이터 Scriptable Object 사용하도록 변경
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20
Assets/Scripts/Enemies/EnemyDataManager.cs
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20
Assets/Scripts/Enemies/EnemyDataManager.cs
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using UnityEngine;
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public class EnemyDataManager : MonoBehaviour
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{
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[SerializeField] private EnemyData _enemyData;
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void Start()
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{
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GetEnemyData();
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}
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void GetEnemyData()
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{
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print($"이름 : {_enemyData.EnemyName}\n" +
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$"HP : {_enemyData.MaxHP}\n" +
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$"Damage : {_enemyData.Damage}\n" +
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$"MoveSpeed : {_enemyData.MoveSpeed}\n" +
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$"Description : {_enemyData.EnemyDescription}");
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}
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}
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