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@@ -345,28 +345,19 @@ public class Character : MonoBehaviour
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ani.Play("attack_march", 0, 0);
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aniCollider.Play("Attack2", 1, 0);
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attackTime = totalAttack2Time;
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- switch (attackType)
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+ for (int i = 0; i < attack2Infos.Count; i++)
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{
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- case AttackType.Melee:
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- case AttackType.Dash:
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- for (int i = 0; i < attack2Infos.Count; i++)
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- {
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- attackTriggers[i].damage = curDamage2[i];
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- attackTriggers[i].changeHurt = attack2Infos[i].changeHurt;
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- attackTriggers[i].repelValue = attack2Infos[i].repelValue;
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- Vector3 attackDir = attack2Infos[i].attackDir.normalized;
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- if (bodyTrans.localScale.x < 0)
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- {
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- attackDir.x = -attackDir.x;
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- }
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- attackTriggers[i].force = attackDir * attack2Infos[i].force;
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- }
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- break;
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- case AttackType.Shoot:
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- break;
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- default:
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- break;
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+ attackTriggers[i].damage = curDamage2[i];
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+ attackTriggers[i].changeHurt = attack2Infos[i].changeHurt;
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+ attackTriggers[i].repelValue = attack2Infos[i].repelValue;
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+ Vector3 attackDir = attack2Infos[i].attackDir.normalized;
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+ if (bodyTrans.localScale.x < 0)
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+ {
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+ attackDir.x = -attackDir.x;
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+ }
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+ attackTriggers[i].force = attackDir * attack2Infos[i].force;
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}
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+
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ChangeState(CharacterState.Attack);
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}
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