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@@ -719,6 +719,7 @@ public class Enemy : MoveCharacter
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aniCollider.Play("Walk", 0, 0);
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aniCollider.Play("Walk", 0, 0);
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break;
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break;
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case CharacterState.ReadyToRush:
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case CharacterState.ReadyToRush:
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+ time = 0;
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ani.Play("charge", 0, 0);
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ani.Play("charge", 0, 0);
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aimEffect.SetActive(true);
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aimEffect.SetActive(true);
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aimDistance = rushTime * rushSpeed / 2;
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aimDistance = rushTime * rushSpeed / 2;
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@@ -732,16 +733,19 @@ public class Enemy : MoveCharacter
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ani.Play("rush_attack", 0, 0);
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ani.Play("rush_attack", 0, 0);
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break;
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break;
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case CharacterState.ReadyToDownRush:
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case CharacterState.ReadyToDownRush:
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+ time = 0;
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rb.constraints = RigidbodyConstraints.FreezeAll;
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rb.constraints = RigidbodyConstraints.FreezeAll;
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ani.Play("charge", 0, 0);
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ani.Play("charge", 0, 0);
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break;
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break;
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case CharacterState.DownRush:
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case CharacterState.DownRush:
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+ time = 0;
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targetDir = Vector3.down;
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targetDir = Vector3.down;
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ani.Play("rush_attack", 0, 0);
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ani.Play("rush_attack", 0, 0);
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dashEffect.canHit = true;
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dashEffect.canHit = true;
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break;
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break;
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case CharacterState.FinishRush:
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case CharacterState.FinishRush:
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- if(oldState == CharacterState.DownRush)
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+ time = 0;
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+ if (oldState == CharacterState.DownRush)
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{
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{
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ani.Play("fall_end", 0, 0);
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ani.Play("fall_end", 0, 0);
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}
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}
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