using UnityEngine; public class Status_Enemy: Status { [SerializeField] protected float _scanRange; [SerializeField] protected float _atkRange; [SerializeField] protected float _patrolSpeed; [SerializeField] protected float _chaseSpeed; public float ScanRange { get { return _scanRange; } set { _scanRange = value; } } public float AttackRange { get { return _atkRange; } set { _atkRange = value; } } public float PatrolSpeed { get { return _patrolSpeed; } set { _patrolSpeed = value; } } public float ChaseSpeed { get { return _chaseSpeed; } set { _chaseSpeed = value; } } public void Init(Status_Enemy data) { base.Init(data); ScanRange = data.ScanRange; AttackRange = data.AttackRange; PatrolSpeed = data.PatrolSpeed; ChaseSpeed = data.ChaseSpeed; } }