//캐릭터에 대한 초기화 및 배치를 함 public virtual void Setup(CharacterStats _charic, CharacterManager _charicManager, SkillManager _skillManager, BattleManager _BattleManager, E_Type _E_TYPE, Vector3 _vecPosition, int _nBatchIndex = 0) { baseCharicStats = _charic; charicStats = new CharacterStats(_charic); //스킬 매니저와 캐릭터 매니저를 등록 skillManager = _skillManager; characterManager = _charicManager; battleManager = _BattleManager; //타입을 저장 E_CHARIC_TYPE = _E_TYPE; //캐릭터 타입이 플레이어 캐릭일 경우 if (E_CHARIC_TYPE == E_Type.E_Hero) { //패시브 스킬들을 적용 ActivePassiveSkill(); //처음 위치를 미리 저장해둔다. m_VecFirstPosition = _vecPosition; gameObject.transform.position = m_VecFirstPosition; //캐릭터 UI들을 생성 GameObject Charic_UI_Object = Instantiate(Resources.Load("Prefabs/Battle_Charic_Info") as GameObject); //생성된 캐릭터를 부모를 UI로 해줌 Charic_UI_Object.transform.SetParent(battleManager.characterUI_Parent, false); //캐릭터 UI를 받아와서 세팅 characterUI = Charic_UI_Object.GetComponent <CharacterUI> (); characterUI.SetUp(charicStats.m_fHealth); } else { gameObject.transform.position = _vecPosition; spriteRender.flipX = true; } //캐릭터의 현재 체력을 셋팅 m_fCurrentHp = charicStats.m_fHealth; m_fMaxHp = m_fCurrentHp; animator.runtimeAnimatorController = ObjectCashing.Instance.LoadAnimationController("Animation/Character/" + charicStats.m_strJob); CheckCharacterState(E_CHARACTER_STATE.E_WAIT); }