๊ธฐ๋ณธ์ ์œผ๋กœ ์ด๋Ÿฐ์‹์œผ๋กœ ์œ ๋‹› ํด๋ž˜์Šค๊ฐ€ ์žˆ๊ณ 

public class UnitInfo
{
ย  ย  public string Name { get; set; }
ย  ย  public int Size { get; set; } // "Small", "Medium", "Large"
ย  ย  public WeaponInfo Weapon { get; set; }
ย  ย  public float Speed { get; set; }
ย  ย  public int Health { get; set; }
ย  ย  public int Armor { get; set; }
ย  ย  public int MineralCost { get; set; }



Collider2D[] colliders2Ds = Physics2D.OverlapBoxAll(pos.position, boxSize, 0);

ย  ย  ย  ย  foreach (Collider2D collider in colliders2Ds)
ย  ย  ย  ย  {
ย  ย  ย  ย  ย  ย  if (collider.tag == "enemy")
ย  ย  ย  ย  ย  ย  {
ย  ย  ย  ย  ย  ย  ย  ย  ismove = false;
ย  ย  ย  ย  ย  ย  ย  ย  animator.SetBool("isattack", true);
ย  ย  ย  ย  ย  ย  }
ย  ย  ย  ย  ย  ย  Debug.Log(collider.tag);
ย  ย  ย  ย  }


์ด๋Ÿฐ์‹์œผ๋กœ ์ฝœ๋ผ์ด๋” ๋ฐ•์Šค ์•ˆ์— ์žˆ๋Š” ๋ฌผ์ฒด๋“ค์ค‘ enemyํƒœ๊ทธ๋ฅผ ๊ฐ€์ง„ ๊ฒƒ๋“ค์„ ๋ฐœ๊ฒฌํ•ด์„œ

๊ทธ๊ฒƒ๋“ค์˜ ์ปดํฌ๋„ŒํŠธ์— ๋“ค์–ด์žˆ๋Š” health๋ฅผ ์ˆ˜์ •ํ•˜๋ ค๊ณ  ํ•˜๋Š”๋ฐ


์ƒ๊ฐํ•ด๋ณด๋‹ˆ๊นŒ ๊ฐ™์€์ด๋ฆ„์˜ ์Šคํฌ๋ฆฝํŠธ๋กœ ์—ฌ๋Ÿฌ๊ฐ€์ง€๋ฅผ ๋งŒ๋“ค์–ด์„œ ๋ถ™์ด๋Š”๊ฒŒ ๋งž๋‚˜๋ž€ ์ƒ๊ฐ๋„ ๋“ค๊ณ ,,
๋ญ”๊ฐ€ ๋˜๊ฒŒ ๋ฐ์ดํ„ฐ ์ €์žฅ์„ ์ž˜๋ชปํ•˜๊ณ  ์žˆ๋Š”๊ฑฐ ๊ฐ™์•„์„œ ์š”๋”ฐ๊ตฌ๋กœ ๊ตฌํ˜„์„ ํ•˜๋Š”๊ฒŒ ๋งž๋‚˜ ์‹ถ์–ด์„œ ๋ฌผ์–ด๋ด„๋‹ˆ๋‹ค...
์š”๊ฑฐ๊ฐ€์ง€๊ณ  ์ƒ๊ฐ๋ณด๋‹ค ์˜ค๋ž˜ ๊ณ ๋ฏผ์ค‘์ด๋ผ ๋ฌผ์–ด๋ด์š”ย