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@@ -124,7 +124,7 @@ public class AttributeStatus : MonoBehaviour
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{
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break;
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}
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- if (!character.canFly)
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+ if (!character.nowCanFly)
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{
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if (PriorityOrder(SpecialState.BlownUp, attackInfo.blowUp.ControlOrder))
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{
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@@ -138,7 +138,7 @@ public class AttributeStatus : MonoBehaviour
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{
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break;
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}
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- if (character.canFly)
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+ if (character.nowCanFly)
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{
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if (PriorityOrder(SpecialState.ShotDown, attackInfo.shotDown.ControlOrder))
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{
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@@ -271,7 +271,7 @@ public class AttributeStatus : MonoBehaviour
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break;
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case 0:
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Vector3 vel = rb.velocity;
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- if (foot.TrigGround && vel.y <= 0.01f)
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+ if (isFly && foot.TrigGround && vel.y <= 0.01f)
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{
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vel = Vector3.zero;
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character.ani.Play("weak", 0, 0);
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@@ -285,6 +285,7 @@ public class AttributeStatus : MonoBehaviour
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{
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vel.x -= decelerationRatioX * Time.deltaTime;
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vel.y -= decelerationRatioY * Time.deltaTime;
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+ isFly = true;
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}
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rb.velocity = vel;
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break;
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@@ -293,7 +294,7 @@ public class AttributeStatus : MonoBehaviour
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if (attributeTime <= 0)
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{
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character.isAdjustHeight = 1;
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- isFly = true;
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+ character.nowCanFly = character.canFly;
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OutSpecialState();
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}
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else
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@@ -412,6 +413,7 @@ public class AttributeStatus : MonoBehaviour
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haveLandingDamage = blowUp.haveLandingDamage;
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landingDamage = blowUp.landingDamage;
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hitState = 0;
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+ isFly = false;
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character.ani.Play("hitted", 0, 0);
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}
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@@ -441,6 +443,7 @@ public class AttributeStatus : MonoBehaviour
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character.ani.Play("hitted", 0, 0);
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haveLandingDamage = shotDown.haveLandingDamage;
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landingDamage = shotDown.landingDamage;
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+ character.nowCanFly = false;
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hitState = 0;
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isFly = false;
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