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@@ -482,9 +482,7 @@ public class Enemy : MoveCharacter
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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 += Time.deltaTime;
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time += Time.deltaTime;
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- aimEffect.SetActive(true);
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- rb.constraints = RigidbodyConstraints.FreezeAll;
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- ReadyToDash(rushEndPos + Vector3.up, transform.position + Vector3.up);
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+
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if (time >= readyCD)
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if (time >= readyCD)
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{
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{
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time = 0;
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time = 0;
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@@ -600,6 +598,7 @@ public class Enemy : MoveCharacter
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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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time = 0;
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+
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aimEffect.SetActive(false);
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aimEffect.SetActive(false);
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aimEffect.transform.localScale = Vector3.zero;
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aimEffect.transform.localScale = Vector3.zero;
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rb.constraints =
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rb.constraints =
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@@ -627,6 +626,7 @@ public class Enemy : MoveCharacter
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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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time = 0;
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time = 0;
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+ canNotChangeHurt = false;
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searchState = SearchState.NoTarget;
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searchState = SearchState.NoTarget;
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noOnSearchState = false;
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noOnSearchState = false;
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ani.Play("idle", 0, 0);
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ani.Play("idle", 0, 0);
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@@ -735,7 +735,11 @@ public class Enemy : MoveCharacter
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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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time = 0;
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+ canNotChangeHurt = true;
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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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+ 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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break;
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case CharacterState.RushAttack:
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case CharacterState.RushAttack:
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