using UnityEngine; public class Status_Player : Status { [SerializeField] private Data_Status_Player _data; public Data_Status_Player Data { get { return _data; } set { if (value != null) { _data = value; } } } // --- 부모의 abstract 프로퍼티들 --- public override int Level => _data.level; public override int Hp => _data.hp; public override int MaxHp => _data.maxHp; public override int Mp => _data.mp; public override int 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; // --- Player 전용 프로퍼티들 --- public float Exp => _data.exp; public float MaxExp => _data.maxExp; public int Gold => _data.gold; }