using UnityEngine; public class Status : MonoBehaviour { [SerializeField] protected int _level; [SerializeField] protected int _hp; [SerializeField] protected int _maxHp; [SerializeField] protected int _mp; [SerializeField] protected int _maxMp; [SerializeField] protected int _attack; [SerializeField] protected int _defense; [SerializeField] protected float _moveSpeed; [SerializeField] protected float _atkSpeed; public int Level { get { return _level; } set { _level = value; } } public int Hp { get { return _hp; } set { _hp = value; } } public int MaxHp { get { return _maxHp; } set { _maxHp = value; } } public int Mp { get { return _mp; } set { _mp = value; } } public int MaxMp { get { return _maxMp; } set { _maxMp = value; } } public int Attack { get { return _attack; } set { _attack = value; } } public int Defense { get { return _defense; } set { _defense = value; } } public float MoveSpeed { get { return _moveSpeed; } set { _moveSpeed = value; } } public float AtkSpeed { get { return _atkSpeed; } set { _atkSpeed = value; } } public virtual void Init(Status status) { Level = status.Level; Hp = status.Hp; MaxHp = status.MaxHp; Mp = status.Mp; MaxMp = status.MaxMp; Attack = status.Attack; Defense = status.Defense; MoveSpeed = status.MoveSpeed; AtkSpeed = status.AtkSpeed; } // private void Awake() // { // _level = 1; // // _hp = 100; // _maxHp = 100; // _mp = 50; // _maxMp = 50; // // _attack = 10; // _defense = 5; // // _moveSpeed = 3.0f; // _atkSpeed = 1.0f; // } }