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@@ -62,7 +62,8 @@ public class Enemy : MoveCharacter
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public DashEffect dashEffect;
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[HideInInspector]
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public Vector3 targetDir;
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- public bool haveDownRush;
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+ public bool haveDownRush; //冲刺结束后是否可以接落地斩
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+ public bool rushHaveAttack; //冲刺是否带伤害
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public float downRushTime;
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public float finishRushTime;
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public bool isBack = false; //往反方向走
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@@ -421,7 +422,7 @@ public class Enemy : MoveCharacter
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ChangeState(CharacterState.Rush);
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}
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break;
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- case CharacterState.Rush:
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+ case CharacterState.RushAttack:
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time += Time.deltaTime;
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Rush();
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if (time >= rushTime)
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@@ -515,7 +516,7 @@ public class Enemy : MoveCharacter
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rb.constraints =
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RigidbodyConstraints.FreezePositionZ|RigidbodyConstraints.FreezeRotation;
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break;
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- case CharacterState.Rush:
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+ case CharacterState.RushAttack:
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dashEffect.canHit = false;
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rb.velocity = Vector3.zero;
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bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
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@@ -595,7 +596,7 @@ public class Enemy : MoveCharacter
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weakTime = totalWeakTime;
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break;
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case CharacterState.FindPlayer:
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- isFindPlayer = true;
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+ isFindPlayer = false;
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noOnSearchState = true;
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ChosePlayer();
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ani.Play("walk", 0, 0);
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@@ -608,11 +609,11 @@ public class Enemy : MoveCharacter
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rb.constraints = RigidbodyConstraints.FreezeAll;
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ReadyToDash(rushEndPos + Vector3.up, transform.position + Vector3.up);
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break;
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- case CharacterState.Rush:
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+ case CharacterState.RushAttack:
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dashEffect.canHit = true;
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targetDir =
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(rushEndPos - transform.position).normalized;
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- ani.Play("attack_summon", 0, 0);
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+ ani.Play("rush_attack", 0, 0);
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break;
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case CharacterState.ReadyToDownRush:
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rb.constraints = RigidbodyConstraints.FreezeAll;
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@@ -620,7 +621,7 @@ public class Enemy : MoveCharacter
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break;
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case CharacterState.DownRush:
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targetDir = Vector3.down;
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- ani.Play("attack_summon", 0, 0);
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+ ani.Play("rush_attack", 0, 0);
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dashEffect.canHit = true;
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break;
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case CharacterState.FinishRush:
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