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@@ -43,6 +43,8 @@ public class AttributeStatus : MonoBehaviour
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[TabGroup("샌령샌쭝")] [DisplayOnly] public bool isFly;
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[TabGroup("샌령샌쭝")] [LabelText("X렘蕨羸제")] public float decelerationRatioX = 2f;
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[TabGroup("샌령샌쭝")] [LabelText("Y렘蕨羸제")] public float decelerationRatioY = 15f;
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+ private bool haveLandingDamage;
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+ private int landingDamage;
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[TabGroup("弄�")]
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[DisplayOnly] public bool haveVulnerable;
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@@ -265,6 +267,10 @@ public class AttributeStatus : MonoBehaviour
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vel = Vector3.zero;
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character.ani.Play("weak", 0, 0);
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hitState = 1;
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+ if (haveLandingDamage)
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+ {
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+ character.BeHit(landingDamage);
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+ }
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}
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else
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{
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@@ -312,6 +318,7 @@ public class AttributeStatus : MonoBehaviour
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rb.useGravity = false;
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rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezePositionY;
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}
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+ haveLandingDamage = false;
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character.ChangeState(CharacterState.Idle);
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}
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@@ -393,6 +400,9 @@ public class AttributeStatus : MonoBehaviour
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rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
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rb.velocity = Vector3.zero;
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rb.AddForce(vec3 * blowUp.force * (1 - resistances.BlowUp), ForceMode.Impulse);
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+ haveLandingDamage = blowUp.haveLandingDamage;
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+ landingDamage = blowUp.landingDamage;
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+
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hitState = 0;
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character.ani.Play("hitted", 0, 0);
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isFly = false;
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@@ -422,6 +432,9 @@ public class AttributeStatus : MonoBehaviour
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rb.velocity = Vector3.zero;
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rb.AddForce(vec3 * shotDown.force * (1 - resistances.ShotDown), ForceMode.Impulse);
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character.ani.Play("hitted", 0, 0);
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+ haveLandingDamage = shotDown.haveLandingDamage;
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+ landingDamage = shotDown.landingDamage;
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+
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hitState = 0;
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isFly = false;
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character.ChangeState(CharacterState.SpecialStatus_ShotDown);
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