private IEnumerator HealProcess(ObjectBase healTarget) { healEffect.SetActive(true); while (!healTarget.isDestroyed && Mathf.Abs(healTarget.transform.position.x - transform.position.x) <= attackRange * BattleManager.tileSize && healTarget.GetHP() != healTarget.maxHP) { isHealing = true; yield return new WaitForSeconds(1f); healTarget.SetHP(healTarget.GetHP() + healPerSec); } onceAttackAni = true; isHealing = false; healEffect.SetActive(false); }