//private DamageText SpawnNewDamageText() //{ // GameObject newTextObj = Instantiate(_damageTextPrefab, _uiCanvas.transform); // newTextObj.name = gameObject.name + "Text"; // newTextObj.SetActive(false); // DamageText newText = newTextObj.GetComponent<DamageText>(); // _damageTextList.Add(newText); // return newText; //} public void Damaged(float power) { float damage = CalculateDamage(power); _hp -= damage; _elapsedTime = 0.0f; // Blink 효과 제어 if (!_isDamaged) { _isDamaged = true; } // hp Bar 가 없으면 생성 if (!_hpBar.IsBarActive) { _hpBar.IsBarActive = true; } ShowDamageText(damage); _hpBar.SetUIContent(_hp / _initHp); }