|
|
@@ -507,11 +507,12 @@ public class Enemy : MoveCharacter
|
|
|
dashEffect.canHit = false;
|
|
|
rb.velocity = Vector3.zero;
|
|
|
bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
|
|
|
+
|
|
|
break;
|
|
|
case CharacterState.ReadyToDownRush:
|
|
|
rb.constraints =
|
|
|
RigidbodyConstraints.FreezePositionZ|RigidbodyConstraints.FreezeRotation;
|
|
|
- ReadyToDash(rushEndPos + Vector3.up, transform.position + Vector3.up);
|
|
|
+
|
|
|
break;
|
|
|
case CharacterState.DownRush:
|
|
|
|
|
|
@@ -590,6 +591,7 @@ public class Enemy : MoveCharacter
|
|
|
aimEffect.SetActive(true);
|
|
|
aimDistance = rushTime * rushSpeed / 2;
|
|
|
rb.constraints = RigidbodyConstraints.FreezeAll;
|
|
|
+ ReadyToDash(rushEndPos + Vector3.up, transform.position + Vector3.up);
|
|
|
break;
|
|
|
case CharacterState.Rush:
|
|
|
dashEffect.canHit = true;
|
|
|
@@ -606,6 +608,10 @@ public class Enemy : MoveCharacter
|
|
|
ani.Play("attack_summon", 0, 0);
|
|
|
dashEffect.canHit = true;
|
|
|
break;
|
|
|
+ case CharacterState.FinishRush:
|
|
|
+ ani.Play("idle", 0, 0);
|
|
|
+ aniCollider.Play("Idle", 0, 0);
|
|
|
+ break;
|
|
|
default:
|
|
|
break;
|
|
|
}
|