void OnCollisionEnter2D(Collision2D collision)

{
if (collision.gameObject.CompareTag("badak"))
{
isGrounded = true;
}

if (collision.gameObject.CompareTag("danger") && !isDangerCooldown)
{
Rigidbody2D aRigidbody = collision.gameObject.GetComponent<Rigidbody2D>();
float aSpeed = aRigidbody.velocity.magnitude;

if (aSpeed >= minimumSpeedThreshold)
{
share.GetInstance().sharedValue = share.GetInstance().sharedValue - 100;
isDangerCooldown = true;
dangerCooldownTimer = 0.0f;

}
}



๋ณต์‚ฌ ์ด๋ ‡๊ฒŒ ํ•˜๋Š”๊ฑฐ ๋งž๋‚˜

์–ด์จŒ๋“  ํ”Œ๋ ˆ์ด์–ด๊ฐ€ danger ํƒœ๊ทธ ๋‹จ๋†ˆ์ด๋ž‘ ๋ฐ•์œผ๋ฉด ๊ทธ ๋ฌผ์ฒด์˜ ์†๋„๋ฅผ ๊ฐ€์ ธ์˜ค๊ณ  ๊ทธ ์†๋„๊ฐ€ ์–ด๋А์ •๋„ ์ด์ƒ์ด๋ฉด ์ฝ”๋“œ ์ž‘๋™๋˜๊ฒŒ ํ–ˆ๋Š”๋ฐ

๋œฌ๊ธˆ์—†์ด ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ๋ฉˆ์ถฐ์žˆ์„ ๋•Œ๋Š” ์ž‘๋™์„ ์•ˆํ•จ

์›€์ง์ด๋Š” ๋„์ค‘์— ๋ฐ•์•˜์„ ๋•Œ๋งŒ ์ œ๋Œ€๋กœ ๊ณ„์‚ฐ๋จ

ํ”Œ๋ ˆ์ด์–ด ์†๋„๋ž‘์€ ์ƒ๊ด€์—†์ด ๋ฐ•์€ ๋ฌผ์ฒด์˜ ์†๋„์— ๋”ฐ๋ผ ์ž‘๋™๋˜๋Š”๊ฑด๋ฐ ์™œ ๋ฉˆ์ถฐ์žˆ์œผ๋ฉด ์ž‘๋™์„ ์•ˆํ•˜๋Š”๊ฑฐ์ง€..

์ด๊ฑด ์–ด๋””์„œ ์‹ค์ˆ˜ํ•œ๊ฑด์ง€ ๊ฐˆํ”ผ๊ฐ€ ์•ˆ์žกํžŒ๋‹ค


๋‹ค์‹œ ํ•ด๋ณด๋‹ˆ๊นŒ ์•ฝ๊ฐ„ ๋ฌผ๋ฆฌ์—”์ง„ ์˜ค๋ฅ˜๊ฐ™๊ธฐ๋„ํ•œ๋ฐ

์œ ๋‹ˆํ‹ฐ ์ถฉ๋ŒํŒ์ •์ด ใ…„์ธ๊ฑด๊ฐ€?