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@@ -446,6 +446,7 @@ public class Enemy : MoveCharacter
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{
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{
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rushEndPos = targetCharacter.transform.position;
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rushEndPos = targetCharacter.transform.position;
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isFindPlayer = true;
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isFindPlayer = true;
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+ break;
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}
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}
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if (targetCharacter.transform.position.x > transform.position.x)
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if (targetCharacter.transform.position.x > transform.position.x)
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{
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{
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@@ -513,11 +514,7 @@ public class Enemy : MoveCharacter
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}
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}
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break;
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break;
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case CharacterState.DownRush:
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case CharacterState.DownRush:
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- if (transform.position.y <= 0)
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- {
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- ani.Play("fall_end", 0, 0);
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- }
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- else
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+ if (transform.position.y > 0)
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{
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{
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Rush();
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Rush();
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}
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}
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@@ -599,6 +596,8 @@ public class Enemy : MoveCharacter
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case CharacterState.FinishRush:
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case CharacterState.FinishRush:
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searchState = SearchState.NoTarget;
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searchState = SearchState.NoTarget;
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noOnSearchState = false;
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noOnSearchState = false;
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+ ani.Play("idle", 0, 0);
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+ aniCollider.Play("Idle", 0, 0);
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break;
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break;
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default:
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default:
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break;
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break;
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@@ -691,8 +690,16 @@ public class Enemy : MoveCharacter
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dashEffect.canHit = true;
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dashEffect.canHit = true;
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break;
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break;
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case CharacterState.FinishRush:
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case CharacterState.FinishRush:
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- ani.Play("idle", 0, 0);
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- aniCollider.Play("Idle", 0, 0);
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+ if(oldState == CharacterState.DownRush)
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+ {
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+ ani.Play("fall_end", 0, 0);
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+ }
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+ else
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+ {
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+ ani.Play("idle", 0, 0);
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+ aniCollider.Play("Idle", 0, 0);
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+ }
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+
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break;
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break;
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default:
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default:
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break;
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break;
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