void FixedUpdate() {

if (Input.GetMouseButton(0))

{

if (timeBtwAttack <= 0)

{

timeBtwAttack = startTimeBtwAttack;

Collider2D[] enemiesToDamage = Physics2D.OverlapCircleAll(attackPos.position, attackRange, whatIsEnemies);

for (int i = 0; i

{

if (enemiesToDamage[i].GetComponent())

enemiesToDamage[i].GetComponent().TakeDamage(damage);

else if (enemiesToDamage[i].GetComponent())

enemiesToDamage[i].GetComponent().TakeDamage(damage);

}

timeBtwAttack = startTimeBtwAttack;

} else

{

timeBtwAttack -= Time.deltaTime;

}

}else

{

timeBtwAttack -= Time.deltaTime;

}

}


์š”๊ฑฐ๋Š” ๋ชฌ์Šคํ„ฐ๋ฅผ ๊ณต๊ฒฉํ•˜๋Š” ์ฝ”๋“œ์ธ๋””์š” ๋ฒ”์œ„์•ˆ์— ์ ์ด ๋“ค์–ด์˜ค๋ฉด ๋งˆ์šฐ์Šค ๋ˆŒ๋Ÿฌ์„œ ์  ์ฒด๋ ฅ ๋‹ณ๊ฒŒ ํ•˜๊ณ , ๋”œ๋ ˆ์ด๋ฅผ timeBtwAttack์œผ๋กœ ์ฃผ๋Š” ๋ฐฉ์‹์ด์—์š”

์ œ๊ฐ€ ๊ฑฐ์Šฌ๋ฆฌ๋Š”๊ฑฐ๋Š”, ์ง€๊ธˆ ๊ณต๊ฒฉ์„ ์•ˆํ•˜๊ณ  ์žˆ์„ ๋•Œ, ๊ทธ๋Ÿฌ๋‹ˆ๊น ํ‰์†Œ์—๋„ timeBtwAttack -= Time.deltaTime์„ ๊ณ„์† ์‹คํ–‰ํ•˜๊ณ  ์žˆ๋‹ค๋Š”๊ฑด๋ฐ์š”.

์ด๋ ‡๊ฒŒ ํ•˜๋ฉด ๊ฒŒ์ž„์ด ์‹คํ–‰์ค‘์ธ ๋‚ด๋‚ด ์ € ๋ณ€์ˆ˜๋Š” ๊ณ„์† ๋ณ€ํ™”ํ•˜๊ณ  ์žˆ์–ด์„œ ์—„์ฒญ ๋ถ€๋‹ด๋  ๊ฒƒ ๊ฐ™์•„์„œ์šฉ

๊ทผ๋ฐ ์ €๋Š”ย ํด๋ฆญํ•˜๋Š” ๋„์ค‘์— ๋”œ๋ ˆ์ด๋ฅผ ์ฃผ๋Š” ๊ฒƒ์ฒ˜๋Ÿผ ๋‹จ๋ฐœ ํด๋ฆญ๊ณผ ํด๋ฆญ ์‚ฌ์ด์—๋„ ๋”œ๋ ˆ์ด๋ฅผ ์ฃผ๊ณ ์‹ถ์–ด์„œ ์ €๋ ‡๊ฒŒ ํ•ด ๋†“์€๊ฑด๋””์š”..


์ œ ์งˆ๋ฌธ์€

1. ์ €๋ ‡๊ฒŒ ํ•ด๋†“์œผ๋ฉด ๊ฒŒ์ž„ ๋‚ด์—์„œ ์ž์› ๋‚ญ๋น„๊ฐ€ ์‹ฌํ•˜๊ฒ ์ฃ ?

2. ๊ทธ๋ ‡๋‹ค๋ฉด, ๋‹ค๋ฅธ ํ•ด๊ฒฐ์ฑ…์ด ์žˆ์„๊นŒ์š”? ํ˜น์‹œ ๋ณ€์ˆ˜๊ฐ€ ํŠน์ • ๋ฒ”์œ„๊นŒ์ง€๋งŒ ๋ณ€ํ•˜๊ฒŒ๋” ์ œํ•œ์„ ๋‘”๋‹ค๋˜๊ฐ€ ๊ทธ๋Ÿฐ ๊ฑด ๋ชปํ•˜๋‚˜์š”?