public void Attack_Default(float coolTime, ref Transform attacker, Unit__Base_Stat unitStat, int boolIndex)
    {
        //공격
        _unitBaseEngine._unit_Combat_Engine.Default_ATK(ref attacker, (SkillBaseStat)null);

        //딜레이
        enemyCoolTimer.StartCoroutine(enemyCoolTimer.Timer(coolTime, (input) => { enemy_is_ON_CoolTime[boolIndex] = input; }, true));
    }
    /** skill effect remains in enemy even if it escaped from ultimate skill area
     * @param other target escaping from ultimate skill
     */
    private IEnumerator RemainedSkillEffect(Collider other)
    {
        Unit__Base_Stat TargetStat = other.GetComponent <UnitBaseEngine>()._unit_Stat;

        yield return(new WaitForSeconds(RemainingTime));

        TargetStat.__PUB_Move_Speed     /= MovementSpeedModifier;
        TargetStat.__PUB_Rotation_Speed /= RotationSpeedModifier;
    }
    private void OnTriggerEnter(Collider other)
    {
        if (other.transform.tag == "SampleEnemy")
        {
            Unit__Base_Stat TargetStat = other.GetComponent <UnitBaseEngine>()._unit_Stat;

            // apply skill effect
            TargetStat.__PUB_Move_Speed     *= MovementSpeedModifier;
            TargetStat.__PUB_Rotation_Speed *= RotationSpeedModifier;

            ObjectsInCollision.Add(other);
        }
    }