코어, 벽, 적의 생성 및 충돌, 데미지 판정
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18
Assets/Scripts/GameBase/Gate.cs
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18
Assets/Scripts/GameBase/Gate.cs
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using UnityEngine;
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using System;
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// Gate.cs
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public class Gate : MonoBehaviour, IDamageable
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{
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[SerializeField] private float maxHealth = 50f;
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private float _currentHealth;
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void Awake() => _currentHealth = maxHealth;
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public void TakeDamage(float amount)
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{
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_currentHealth -= amount;
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if (_currentHealth <= 0)
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gameObject.SetActive(false);
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}
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}
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