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@@ -314,7 +314,7 @@ public class AttributeStatus : MonoBehaviour
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vel = vel / 5f;
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vel.y = jumpVel;
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character.mecanim.transform.localPosition = Vector3.zero;
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- character.mecanim.transform.rotation = Quaternion.Euler(0, 0, 0);
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+ character.mecanim.transform.localRotation = Quaternion.Euler(0, 0, 0);
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character.transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, character.platformRotZ);
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hitState = 1;
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int landingDamage;
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@@ -413,7 +413,7 @@ public class AttributeStatus : MonoBehaviour
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public void OutSpecialState()
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{
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- character.mecanim.transform.rotation = Quaternion.Euler(0, 0, 0);
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+ character.mecanim.transform.localRotation = Quaternion.Euler(0, 0, 0);
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curSpecialStates = SpecialState.Null;
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if (character.canFly)
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{
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@@ -514,7 +514,7 @@ 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.rotation = Quaternion.Euler(0, 0, startFlyAngle * attackDir);
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+ character.mecanim.transform.localRotation = Quaternion.Euler(0, 0, 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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