|
@@ -97,6 +97,7 @@ public class ESpirits_Assassin : MonoBehaviour
|
|
|
enemy.ani.Play("charge", 0, 0);
|
|
enemy.ani.Play("charge", 0, 0);
|
|
|
aim.SetActive(true);
|
|
aim.SetActive(true);
|
|
|
aimDistance = dashTime * dashSpeed/2;
|
|
aimDistance = dashTime * dashSpeed/2;
|
|
|
|
|
+ rb.constraints = RigidbodyConstraints.FreezeAll;
|
|
|
state = AssassinState.ReadyToDash;
|
|
state = AssassinState.ReadyToDash;
|
|
|
}
|
|
}
|
|
|
break;
|
|
break;
|
|
@@ -114,7 +115,8 @@ public class ESpirits_Assassin : MonoBehaviour
|
|
|
aim.SetActive(false);
|
|
aim.SetActive(false);
|
|
|
aim.transform.localScale = Vector3.one;
|
|
aim.transform.localScale = Vector3.one;
|
|
|
time = 0;
|
|
time = 0;
|
|
|
-
|
|
|
|
|
|
|
+ rb.constraints =
|
|
|
|
|
+ RigidbodyConstraints.FreezeRotationZ | RigidbodyConstraints.FreezeRotation;
|
|
|
state = AssassinState.Dash;
|
|
state = AssassinState.Dash;
|
|
|
}
|
|
}
|
|
|
break;
|
|
break;
|
|
@@ -185,6 +187,7 @@ public class ESpirits_Assassin : MonoBehaviour
|
|
|
enemy.ChangeState(CharacterState.Idle);
|
|
enemy.ChangeState(CharacterState.Idle);
|
|
|
enemy.isSpiritsAttack = false;
|
|
enemy.isSpiritsAttack = false;
|
|
|
enemy.isDash = false;
|
|
enemy.isDash = false;
|
|
|
|
|
+
|
|
|
state = AssassinState.Normal;
|
|
state = AssassinState.Normal;
|
|
|
}
|
|
}
|
|
|
break;
|
|
break;
|