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์œพ๋‹ˆํ‹ฐ ์“ฐ๊ณ ์žˆ์Œ

์Šคํฌ๋ฆฝํŒ…api ๋’ค์ ธ๋ด๋„ ๋‚ด๊ฐ€ ๋ชป์ฐพ๋Š” ๊ฑด์ง€ ์—†๋Š”๊ฑด์ง€ ๋ชป์ฐพ๊ฒ ์Œ


ํ˜น์‹œ ์œ ๋‹ˆํ‹ฐ์—์„œ ๊ฐ„๋‹จํ•˜๊ฒŒ ์ œ๊ณตํ•˜๋Š”๊ฑฐ ํ˜น์‹œ ์•„์‹œ๋Š”๋ถ„?


์ฝ”๋“œ ์ผ๋ถ€


private void OnTriggerEnter2D(Collider2D collision)

{

if (collision.tag != "Bound")

{

collision.GetComponent<Enemy>().CurrentHp -= damage;

var fx = fxPool.GetHitFx();

fx.transform.position = ////////////์ด ๋ถ€๋ถ„์ด ์งˆ๋ฌธ์˜ ์š”์ ์ด์—์š”!!!

fx.SetActive(true);

}

gameObject.SetActive(false);

}


fx๋ฅผ ์ถฉ๋Œ์ง€์ ์—๋‹ค ์˜ฎ๊ธฐ๊ณ  ์‹ถ์€๋ฐ ๋‚ด๊ฐ€ ์ง์ ‘ ๊ตฌํ˜„ ํ•˜๊ธฐ ๊ท€์ฐฎ๊ธฐ๋„ ํ•˜๊ณ  ์™ ์ง€ ์œ ๋‹ˆํ‹ฐ์—์„œ ์ถฉ๋Œ์ •๋ณด ๊ฐ€์ง€๊ณ  ์žˆ์„ ๊ฑฐ ๊ฐ™์€๋ฐ ๋ชป์ฐพ๊ฒ ์Œ


์–ด์ผ€ํ•ด์•ผ ๊ฐ„๋‹จํ•˜๊ฒŒ ๊ตฌํ˜„ ๊ฐ€๋Šฅํ• ๊นŒ์š” ํ˜•๋‹˜๋“ค?