public void AttackedByTrigger(float damage) // 공격에 따른 결과 적용 함수 { float calcDamage = damage * (100 / (100 + Access_defpower)); Access_healthpoint = Mathf.Clamp((Access_healthpoint - calcDamage), 0, Access_maxhealthpoint); float hpratio = Access_healthpoint / Access_maxhealthpoint; StartCoroutine(baranim.HpSliderAnimation(hpratio)); if (Access_healthpoint == 0) { StopCoroutine(main_routine); gameObject.tag = "Untagged"; canvas.SetActive(false); baranim.AccessAttacksliderValue = 0; SoundManager.Instance.PlaySound(Access_audioclip(1)); Access_animator.SetInteger("State", 1); Access_State = CharacterState.Dead; battle_manager.Check(); } else { battle_uimanager.Labelpool_Pop(transform, calcDamage); } }