// 공격 당했을 시
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag.Equals("waterbullet") && Health > 0)
     {
         Health--;
         headAnimator.SetTrigger("hit");
         wingsAnimator.SetTrigger("hit");
         bodyAnimator.SetTrigger("hit");
         flag = false;
         if (ThisName.Equals("enemy1"))
         {
             UIM.HitEnemy1();
         }
         else if (ThisName.Equals("enemy2"))
         {
             UIM.HitEnemy2();
         }
         waterball.SetActive(true);
         HitMessage.SetActive(true);
         if (Health > 0)
         {
             Invoke("SetFlagAndBall", 2f);
         }
         else
         {
             Invoke("SetFlagAndBall", 1.5f);
         }
     }
 }
 // Use this for initialization
 private void Awake()
 {
     // 이 객체의 정보들을 담는다.
     UIMAudio        = UIM.GetComponent <AudioSource>();
     ThisAudio       = GetComponent <AudioSource>();
     HitMsg          = HitMessage.GetComponent <SpriteRenderer>();
     Health          = UIM.enemyMaxHP;
     ThisBody        = GetComponent <Rigidbody2D>();
     ThisTransform   = GetComponent <Transform>();
     ThisName        = ThisTransform.tag;
     targetTransform = target.GetComponent <Transform>();
     Bullets         = new B_DestroyInTime[bullet.Length];
     LastBullets1    = new B_DestroyInTime[LastBullet1.Length];
     bulletAnimator  = new Animator[bulletObject.Length];
     for (int i = 0; i < bullet.Length; i++)
     {
         bullet[i].gameObject.SetActive(false);
         Bullets[i] = bullet[i].GetComponent <B_DestroyInTime>();
     }
     for (int i = 0; i < LastBullet1.Length; i++)
     {
         LastBullet1[i].gameObject.SetActive(false);
         LastBullets1[i] = LastBullet1[i].GetComponent <B_DestroyInTime>();
     }
     for (int i = 0; i < bulletAnimator.Length; i++)
     {
         bulletAnimator[i] = bulletObject[i].GetComponent <Animator>();
     }
     waterball.SetActive(false);
     ClearEnemy.SetActive(false);
     HitMessage.SetActive(false);
 }
 private void SetFlagAndBall()
 {
     waterball.SetActive(false);
     HitMessage.SetActive(false);
     if (Health > 0)
     {
         ThisAudio.clip = enemyHit;
         ThisAudio.Play();
         flag = true;
     }
     else
     {
         Clear();
     }
 }