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@@ -59,6 +59,11 @@ public class ESpirits_Assassin : Enemy
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player = PlayersInput.instance[0];
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lockingNum = 0;
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targetIsPlayer = true;
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+ bodyCollider.SetActive(true);
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+ dashTrigger.gameObject.SetActive(false);
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+ rb.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation;
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+ rb.useGravity = false;
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+ aimPrefab.SetActive(false);
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}
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public override void OnState()
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{
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@@ -226,7 +231,6 @@ public class ESpirits_Assassin : Enemy
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switch (eSpiritsState)
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{
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case ESpiritsState.Normal:
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- case ESpiritsState.Ready:
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case ESpiritsState.ReadyToDown:
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time = 0;
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break;
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@@ -234,6 +238,10 @@ public class ESpirits_Assassin : Enemy
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case ESpiritsState.Down:
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dashTrigger.gameObject.SetActive(false);
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break;
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+ case ESpiritsState.Ready:
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+ time = 0;
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+ rb.constraints &= ~RigidbodyConstraints.FreezePositionY;
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+ break;
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}
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eSpiritsState = newESpiritsState;
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switch (eSpiritsState)
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@@ -256,6 +264,7 @@ public class ESpirits_Assassin : Enemy
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attributeStatus.resistances.controlOrder = 1;
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rb.useGravity = false;
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rb.velocity = Vector3.zero;
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+ rb.constraints |= RigidbodyConstraints.FreezePositionY;
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bodyCollider.SetActive(false);
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ani.Play("charge", 0, 0);
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aimPrefab.transform.localScale = new Vector3(rushDistance / 1.5f, 1, 1);
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@@ -282,6 +291,7 @@ public class ESpirits_Assassin : Enemy
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bodyCollider.SetActive(true);
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ani.Play("fall_end", 0, 0);
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rb.useGravity = true;
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+ rb.constraints &= ~RigidbodyConstraints.FreezePositionY;
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break;
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case ESpiritsState.ReadyToDown:
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ani.Play("charge", 0, 0);
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@@ -327,6 +337,7 @@ public class ESpirits_Assassin : Enemy
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if(player.demonicDic[0].Count == 0)
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{
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lockCharacter = player;
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+ lockingNum--;
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}
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else
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{
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