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@@ -52,8 +52,8 @@ public class Boss : MoveCharacter
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public float minInterval, maxInterval; //쇌몰珂쇌
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public float curInterval;
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- [Header("게竟宅肯흽")]
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- private BossState bossState;
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+ [FoldoutGroup("실�斤口")]
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+ public BossState bossState;
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[LabelText("켐제令")]
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public int totalPatience; //놓迦켐제令�掘
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private int curPatience; //뎠품켐제令
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@@ -231,6 +231,7 @@ public class Boss : MoveCharacter
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curPatience = curTotalPatience;
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//路零켐제係
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uiPatience.Show(curPatience, curTotalPatience);
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+ status.OutSpecialState();
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nowCanFly = canFly;
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break;
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}
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@@ -238,7 +239,6 @@ public class Boss : MoveCharacter
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switch (bs)
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{
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case BossState.normal:
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- status.OutSpecialState();
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rb.velocity = Vector3.zero;
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break;
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case BossState.weak:
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@@ -246,6 +246,8 @@ public class Boss : MoveCharacter
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rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
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ChangeState(CharacterState.Idle);
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pastWeakTime = weakTime;
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+ nowCanFly = false;
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+ rb.useGravity = true;
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break;
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case BossState.rise:
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flyHeight = Random.Range(minFlyHeight, maxFlyHeight);
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@@ -342,6 +344,21 @@ public class Boss : MoveCharacter
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case CharacterState.Attack:
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OnAttack();
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break;
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+ case CharacterState.HitStun:
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+ hitFeedbackSystem.HitStunUpdate();
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+ break;
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+ case CharacterState.SpecialStatus_Float:
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+ attributeStatus.SpecialStateEffect(SpecialState.FloatState);
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+ break;
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+ case CharacterState.SpecialStatus_BlowUp:
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+ attributeStatus.SpecialStateEffect(SpecialState.BlownUp);
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+ break;
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+ case CharacterState.SpecialStatus_ShotDown:
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+ attributeStatus.SpecialStateEffect(SpecialState.ShotDown);
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+ break;
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+ case CharacterState.SpecialStatus_Weak:
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+ attributeStatus.SpecialStateEffect(SpecialState.Weak);
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+ break;
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default:
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break;
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}
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