WGL 2 ヶ月 前
コミット
c2d6ba847c

+ 3 - 3
ActionTowerDefense/Assets/Scripts/Characters/AttributeStatus.cs

@@ -314,7 +314,7 @@ public class AttributeStatus : MonoBehaviour
                             vel = vel / 5f;
                             vel.y = jumpVel;
                             character.mecanim.transform.localPosition = Vector3.zero;
-                            character.mecanim.transform.rotation = Quaternion.Euler(0, 0, 0);
+                            character.mecanim.transform.localRotation = Quaternion.Euler(0, 0, 0);
                             character.transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, character.platformRotZ);
                             hitState = 1;
                             int landingDamage;
@@ -413,7 +413,7 @@ public class AttributeStatus : MonoBehaviour
 
     public void OutSpecialState()
     {
-        character.mecanim.transform.rotation = Quaternion.Euler(0, 0, 0);
+        character.mecanim.transform.localRotation = Quaternion.Euler(0, 0, 0);
         curSpecialStates = SpecialState.Null;
         if (character.canFly)
         {
@@ -514,7 +514,7 @@ public class AttributeStatus : MonoBehaviour
 
         rb.AddForce(vec3 * blowUp.force * (1 - resistances.BlowUp), ForceMode.Impulse);
         rb.transform.rotation = Quaternion.Euler(0, 0, 0);
-        character.mecanim.transform.rotation = Quaternion.Euler(0, 0, startFlyAngle * attackDir);
+        character.mecanim.transform.localRotation = Quaternion.Euler(0, 0, startFlyAngle * attackDir);
         flyingRotateSpeed = UnityEngine.Random.Range(flyingRotateSpeedRange.x, flyingRotateSpeedRange.y) * attackDir;
         startFlyPos = transform.position;
         hitState = 0;