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@@ -331,6 +331,7 @@ public class PlayerController : MoveCharacter
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private void Update()
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{
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+
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//if (Input.GetKeyDown(KeyCode.LeftShift))
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//{
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// isClickBtnRush = true;
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@@ -393,6 +394,7 @@ public class PlayerController : MoveCharacter
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ChangeMat(1);
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}
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}
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+
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}
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@@ -862,6 +864,7 @@ public class PlayerController : MoveCharacter
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{
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break;
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}
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+ rb.velocity = Vector3.right * velocityAddition;
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break;
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case CharacterState.Run:
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if (CheckPlayerChangeState(CharacterState.Run))
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@@ -877,11 +880,11 @@ public class PlayerController : MoveCharacter
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{
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if (leftDir.x > 0.3f)
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{
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- rb.velocity = Vector3.right * moveSpeed;
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+ rb.velocity = new Vector3(moveSpeed+velocityAddition,0,0);
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}
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else if (leftDir.x < -0.3f)
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{
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- rb.velocity = Vector3.left * moveSpeed;
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+ rb.velocity = new Vector3(-moveSpeed + velocityAddition,0,0);
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}
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}
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@@ -1187,6 +1190,8 @@ public class PlayerController : MoveCharacter
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break;
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}
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}
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+ rb.velocity = Vector3.right * velocityAddition;
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+
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break;
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case CharacterState.Rush:
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if (rushTime <= 0)
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@@ -1279,6 +1284,7 @@ public class PlayerController : MoveCharacter
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ChangeState(CharacterState.Idle);
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break;
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}
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+ rb.velocity = Vector3.right * velocityAddition;
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break;
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case CharacterState.PullRope:
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@@ -1353,6 +1359,7 @@ public class PlayerController : MoveCharacter
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mp = 0;
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}
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uiMp.Show(mp, totalMp);
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+
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}
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public void PlayerDie()
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{
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@@ -1493,7 +1500,8 @@ public class PlayerController : MoveCharacter
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aniCollider.Play("NotAttack", 1, 0);
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break;
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case CharacterState.Summon:
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- rb.isKinematic = false;
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+ //rb.isKinematic = false;
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+ rb.useGravity = false;
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break;
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case CharacterState.Transfiguration:
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rb.isKinematic = false;
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@@ -1526,7 +1534,7 @@ public class PlayerController : MoveCharacter
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{
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ani.Play("idle", 0, 0);
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}
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- velocity = Vector3.zero;
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+ velocity = Vector3.right * velocityAddition;
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//animalAni.SetInteger("state", (int)PlayerState.Idle);
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break;
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case CharacterState.Run:
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@@ -1569,8 +1577,9 @@ public class PlayerController : MoveCharacter
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case CharacterState.Summon:
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aniCollider.Play("Summon", 0, 0);
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ani.Play("summon", 0, 0);
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- velocity = Vector3.zero;
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- rb.isKinematic = true;
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+ velocity = Vector3.right * velocityAddition;
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+ //rb.isKinematic = true;
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+ rb.useGravity = true;
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break;
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case CharacterState.Transfiguration:
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isTransfiguration = true;
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