using UnityEngine; public class Status_Enemy : Status { // 인스펙터에 표시될 단 하나의 데이터 필드입니다. // 여기에 아래에서 정의할 StatusData_Enemy 타입의 데이터를 넣게 됩니다. [SerializeField] private Data_Status_Enemy _data; public Data_Status_Enemy Data { get { return _data; } set { if (value != null) { _data = value; } } } // --- 부모의 abstract 프로퍼티들 --- public override int Level => _data.level; public override float Hp => _data.hp; public override float MaxHp => _data.maxHp; public override float Mp => _data.mp; public override float MaxMp => _data.maxMp; public override float Attack => _data.attack; public override float Defense => _data.defense; public override float MoveSpeed => _data.moveSpeed; public override float AtkSpeed => _data.atkSpeed; // --- Enemy 전용 프로퍼티들 --- public float ExpAmount => _data.expAmount; public float ScanRange => _data.scanRange; public float AttackRange => _data.atkRange; public float PatrolSpeed => _data.patrolSpeed; public float ChaseSpeed => _data.chaseSpeed; public override float ApplyDamage(float damage) { Data.hp -= damage; return Hp; } }