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@@ -44,7 +44,7 @@ public class AttributeStatus : MonoBehaviour
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[TabGroup("샌령샌쭝")] [DisplayOnly] public int hitState;
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[TabGroup("샌령샌쭝")] [DisplayOnly] public bool isFly;
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[TabGroup("샌령샌쭝")] [LabelText("X렘蕨羸제")] public float decelerationRatioX = 2f;
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- [TabGroup("샌령샌쭝")] [LabelText("Y렘蕨羸제")] public float decelerationRatioY = 15f;
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+ [TabGroup("샌령샌쭝")] [LabelText("Y렘蕨路제")] public float decelerationRatioY = 15f;
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private Character landingDamageFrom;
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private Vector3 startFlyPos;
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@@ -351,7 +351,7 @@ public class AttributeStatus : MonoBehaviour
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}
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vel.y -= decelerationRatioY * Time.deltaTime;
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character.mecanim.transform.RotateAround(
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- transform.position + rotateCenterHeight * Vector3.up,
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+ character.transform.position + rotateCenterHeight * Vector3.up,
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Vector3.forward,
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flyingRotateSpeed * Time.deltaTime);
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isFly = true;
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@@ -514,7 +514,10 @@ public class AttributeStatus : MonoBehaviour
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rb.AddForce(vec3 * blowUp.force * (1 - resistances.BlowUp), ForceMode.Impulse);
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rb.transform.rotation = Quaternion.Euler(0, 0, 0);
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- character.mecanim.transform.localRotation = Quaternion.Euler(0, 0, startFlyAngle * attackDir);
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+ character.mecanim.transform.RotateAround(
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+ character.transform.position + rotateCenterHeight * Vector3.up,
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+ Vector3.forward,
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+ startFlyAngle * attackDir);
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flyingRotateSpeed = UnityEngine.Random.Range(flyingRotateSpeedRange.x, flyingRotateSpeedRange.y) * attackDir;
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startFlyPos = transform.position;
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hitState = 0;
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