using UnityEngine; public class PlayerHealth : Health { [SerializeField] PlayerStat _pstat; public PlayerStat Pstat { get { return _pstat; } } void Start() { _pstat = GetComponent(); currentHp = _pstat.MaxHp; // 스태틱 데이터를 가져와 초기화 } public void TakeDamage(int damage) { ChangeHP(currentHp - Mathf.Clamp(damage,0,currentHp)); } }