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@@ -46,6 +46,7 @@ public class AttributeStatus : MonoBehaviour
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private bool haveLandingDamage;
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private int landingDamage;
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private Character landingDamageFrom;
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+ private Vector3 startFlyPos;
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[TabGroup("Ò×ÉË")]
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[DisplayOnly] public bool haveVulnerable;
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@@ -279,13 +280,21 @@ public class AttributeStatus : MonoBehaviour
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vel = Vector3.zero;
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if (!foot.haveGravity)
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{
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- transform.position = new Vector3(transform.position.x, character.platformPosY, transform.position.z);
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+ character.transform.position = new Vector3(transform.position.x, character.platformPosY, transform.position.z);
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+ }
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+ else
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+ {
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+ character.transform.position = new Vector3(transform.position.x, 0, transform.position.z);
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}
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character.ani.Play("weak", 0, 0);
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character.bodyCollider.layer = character.gameObject.layer;
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+ rb.useGravity = false;
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+ rb.velocity = Vector3.zero;
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+ character.transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, character.platformRotZ);
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hitState = 1;
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if (haveLandingDamage)
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{
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+ //if()
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character.BeHit(landingDamage, landingDamageFrom);
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}
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}
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@@ -308,9 +317,7 @@ public class AttributeStatus : MonoBehaviour
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}
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else
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{
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- rb.velocity = Vector3.zero;
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- rb.useGravity = false;
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- character.transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y,character.platformRotZ); ;
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+
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attributeTime -= Time.deltaTime;
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}
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break;
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@@ -422,7 +429,7 @@ public class AttributeStatus : MonoBehaviour
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rb.AddForce(vec3 * blowUp.force * (1 - resistances.BlowUp), ForceMode.Impulse);
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rb.transform.rotation = Quaternion.Euler(0, 0, 0);
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haveLandingDamage = blowUp.haveLandingDamage;
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- landingDamage = blowUp.landingDamage;
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+ startFlyPos = transform.position;
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hitState = 0;
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isFly = false;
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character.ani.Play("hitted", 0, 0);
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