Enemy.cs 26 KB

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  1. using Spine.Unity;
  2. using Spine;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using Base.Common;
  7. using UnityEditor.SceneManagement;
  8. public enum TargetType
  9. {
  10. None = 0,
  11. Demonic = 1,
  12. Tower = 2,
  13. Player = 3,
  14. Enemy = 4,
  15. EnemyTower = 5,
  16. }
  17. public enum SearchState
  18. {
  19. NoTarget = 0,//搜索范围内没有目标
  20. InSearchScope = 1,//在搜索范围内发现目标,但不在攻击范围内
  21. InAttackScope = 2,//目标在攻击范围内
  22. }
  23. public class Enemy : MoveCharacter
  24. {
  25. public int id;
  26. public float jumpSpeed = 10;
  27. public SearchState searchState;
  28. public float attackDistance;
  29. public bool canFly = false;
  30. public float flyHeight;
  31. public float flyUpSpeed = 10;
  32. public float attackRatio;
  33. public float maxMoveSpeed, minMoveSpeed;
  34. public int dropSoul = 1;
  35. public GameObject soulPrefab;
  36. public float soulStartSpeed = 5f;
  37. public float dropSoulAngle = 60f;
  38. [HideInInspector]
  39. public bool noOnSearchState;
  40. [HideInInspector]
  41. public bool isFindingPlayer;
  42. [HideInInspector]
  43. public bool isFindPlayer;
  44. public float hateDistance;
  45. [HideInInspector]
  46. public float distance;
  47. [HideInInspector]
  48. public Vector3 rushEndPos;
  49. public GameObject aimEffect;
  50. public float aimDistance;
  51. public float rushTime;
  52. public float rushSpeed;
  53. [HideInInspector]
  54. public float time;
  55. public float readyCD;
  56. public DashEffect dashEffect;
  57. [HideInInspector]
  58. public Vector3 targetDir;
  59. public bool haveDownRush; //冲刺结束后是否可以接落地斩
  60. public bool rushHaveAttack; //冲刺是否带伤害
  61. public float downRushTime;
  62. public float finishRushTime;
  63. public bool isBack = false; //往反方向走
  64. private void Awake()
  65. {
  66. }
  67. public void OnDisable()
  68. {
  69. EnemyCreater.instance.OnEnemyRecycle(this);
  70. }
  71. public override void Init()
  72. {
  73. base.Init();
  74. moveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
  75. ChangeSearchState(SearchState.NoTarget);
  76. }
  77. public override void FixedUpdate()
  78. {
  79. if (!noOnSearchState)
  80. {
  81. OnSearchState();
  82. }
  83. OnState();
  84. }
  85. public override Vector3 GetMoveDir()
  86. {
  87. Vector3 moveDir = Vector3.zero;
  88. if (canMove)
  89. {
  90. switch (searchState)
  91. {
  92. case SearchState.NoTarget:
  93. moveDir = Vector3.right;
  94. break;
  95. case SearchState.InSearchScope:
  96. if (targetCharacter)
  97. {
  98. if (targetCharacter.transform.position.x - transform.position.x < 0)
  99. {
  100. moveDir = Vector3.left;
  101. }
  102. else
  103. {
  104. moveDir = Vector3.right;
  105. }
  106. }
  107. else
  108. {
  109. moveDir = Vector3.zero;
  110. }
  111. break;
  112. case SearchState.InAttackScope:
  113. if (targetCharacter)
  114. {
  115. if (targetCharacter.transform.position.x - transform.position.x < 0)
  116. {
  117. moveDir = Vector3.left;
  118. }
  119. else
  120. {
  121. moveDir = Vector3.right;
  122. }
  123. }
  124. else
  125. {
  126. moveDir = Vector3.zero;
  127. }
  128. break;
  129. default:
  130. break;
  131. }
  132. }
  133. if (!isBack)
  134. {
  135. return moveDir;
  136. }
  137. return -moveDir;
  138. }
  139. public bool GetAttack()
  140. {
  141. if (searchState == SearchState.InAttackScope)
  142. {
  143. return true;
  144. }
  145. return false;
  146. }
  147. public bool GetJump()
  148. {
  149. return false;
  150. }
  151. public void AdjustHeight()
  152. {
  153. if (canFly)
  154. {
  155. if (transform.position.y - flyHeight > 0.1f)
  156. {
  157. Vector3 pos = transform.position;
  158. pos.y -= flyUpSpeed * Time.deltaTime;
  159. transform.position = pos;
  160. }
  161. else if (transform.position.y - flyHeight < -0.1f)
  162. {
  163. Vector3 pos = transform.position;
  164. pos.y += flyUpSpeed * Time.deltaTime;
  165. transform.position = pos;
  166. }
  167. }
  168. }
  169. public override void OnState()
  170. {
  171. base.OnState();
  172. hurtKeepTime -= Time.deltaTime;
  173. attackTime -= Time.deltaTime;
  174. dieKeepTime -= Time.deltaTime;
  175. invincibleTime -= Time.deltaTime;
  176. weakTime -= Time.deltaTime;
  177. Vector3 leftDir = GetMoveDir();
  178. bool isAttack = GetAttack();
  179. switch (state)
  180. {
  181. case CharacterState.Idle:
  182. if (isAttack)
  183. {
  184. Attack2();
  185. break;
  186. }
  187. if (!foot.TrigGround && !canFly)
  188. {
  189. if (rb.velocity.y > 0)
  190. {
  191. ChangeState(CharacterState.Rise);
  192. break;
  193. }
  194. else
  195. {
  196. ChangeState(CharacterState.Fall);
  197. break;
  198. }
  199. }
  200. if (leftDir.x > 0.3f || leftDir.x < -0.3f)
  201. {
  202. ChangeState(CharacterState.Run);
  203. break;
  204. }
  205. //rb.velocity = Vector3.zero;
  206. AdjustHeight();
  207. break;
  208. case CharacterState.Run:
  209. if (isAttack)
  210. {
  211. Attack2();
  212. break;
  213. }
  214. if (!foot.TrigGround && !canFly)
  215. {
  216. if (rb.velocity.y > 0)
  217. {
  218. ChangeState(CharacterState.Rise);
  219. break;
  220. }
  221. else
  222. {
  223. ChangeState(CharacterState.Fall);
  224. break;
  225. }
  226. }
  227. if (leftDir.x < 0.3f && leftDir.x > -0.3f)
  228. {
  229. ChangeState(CharacterState.Idle);
  230. break;
  231. }
  232. if (leftDir.x > 0.3f)
  233. {
  234. //rb.velocity += Vector3.right * moveAcc * Time.deltaTime;
  235. rb.velocity = Vector3.right * moveSpeed;
  236. //if (rb.velocity.x > maxMoveSpeed)
  237. //{
  238. // rb.velocity = new Vector3(maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  239. //}
  240. if (bodyTrans.localScale.x > 0)
  241. {
  242. Turn();
  243. }
  244. }
  245. else if (leftDir.x < -0.3f)
  246. {
  247. //rb.velocity -= Vector3.right * moveAcc * Time.deltaTime;
  248. rb.velocity = Vector3.left * moveSpeed;
  249. //if (rb.velocity.x < -maxMoveSpeed)
  250. //{
  251. // rb.velocity = new Vector3(-maxMoveSpeed, rb.velocity.y, rb.velocity.z);
  252. //}
  253. if (bodyTrans.localScale.x < 0)
  254. {
  255. Turn();
  256. }
  257. }
  258. AdjustHeight();
  259. break;
  260. case CharacterState.Rise:
  261. if (rb.velocity.y <= 0)
  262. {
  263. ChangeState(CharacterState.Fall);
  264. break;
  265. }
  266. //if (btnJumpPress || cacheJumpTime > 0)
  267. //{
  268. // if (!airJumped && rb.velocity.y < airJumpSpeed)
  269. // {
  270. // airJumped = true;
  271. // AirJump();
  272. // break;
  273. // }
  274. //}
  275. rb.velocity += Vector3.up * extraRiseGravity * Time.deltaTime;
  276. break;
  277. case CharacterState.Fall:
  278. if (foot.TrigGround || canFly)
  279. {
  280. if (isFindPlayer)
  281. {
  282. ChangeState(CharacterState.FindPlayer);
  283. }
  284. else
  285. {
  286. ChangeState(CharacterState.Idle);
  287. }
  288. break;
  289. }
  290. //if (foot.canStepPlayers.Count > 0)
  291. //{
  292. // Jump(jumpSpeed / 2);
  293. // StepOther();
  294. // break;
  295. //}
  296. //if (foot.canStepEnemyList.Count > 0)
  297. //{
  298. // Jump(jumpSpeed / 2);
  299. // StepEnemy();
  300. // break;
  301. //}
  302. //if (btnJumpPress || cacheJumpTime > 0)
  303. //{
  304. // if (!airJumped)
  305. // {
  306. // airJumped = true;
  307. // AirJump();
  308. // break;
  309. // }
  310. // else if (canJumpTick >= runner.Tick)
  311. // {
  312. // Jump();
  313. // break;
  314. // }
  315. //}
  316. rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
  317. break;
  318. case CharacterState.Hurt:
  319. if (hurtKeepTime <= 0 && rb.velocity.magnitude < hurtChangeVelocity)
  320. {
  321. ChangeState(CharacterState.Idle);
  322. break;
  323. }
  324. if (!foot.TrigGround && !canFly)
  325. {
  326. rb.velocity += Vector3.up * extraFallGravity * Time.deltaTime;
  327. }
  328. Vector3 vel = rb.velocity;
  329. vel.x = vel.x * (1 - decelerationRatio * Time.deltaTime);
  330. rb.velocity = vel;
  331. break;
  332. case CharacterState.Attack:
  333. if (attackTime <= 0)
  334. {
  335. ChangeState(CharacterState.Idle);
  336. break;
  337. }
  338. break;
  339. case CharacterState.Die:
  340. if (dieKeepTime <= 0)
  341. {
  342. gameObject.SetActive(false);
  343. break;
  344. }
  345. break;
  346. case CharacterState.Weak:
  347. if (weakTime <= 0)
  348. {
  349. ChangeState(CharacterState.Idle);
  350. break;
  351. }
  352. break;
  353. case CharacterState.Coma:
  354. break;
  355. case CharacterState.FindPlayer:
  356. if (!foot.TrigGround && !canFly)
  357. {
  358. if (rb.velocity.y > 0)
  359. {
  360. ChangeState(CharacterState.Rise);
  361. break;
  362. }
  363. else
  364. {
  365. ChangeState(CharacterState.Fall);
  366. break;
  367. }
  368. }
  369. if (Vector3.Distance(transform.position, targetCharacter.transform.position)
  370. < hateDistance)
  371. {
  372. rushEndPos = targetCharacter.transform.position;
  373. isFindPlayer = true;
  374. }
  375. if (targetCharacter.transform.position.x > transform.position.x)
  376. {
  377. rb.velocity = Vector3.right * moveSpeed;
  378. if (bodyTrans.localScale.x > 0)
  379. {
  380. Turn();
  381. }
  382. }
  383. if(targetCharacter.transform.position.x < transform.position.x)
  384. {
  385. rb.velocity = Vector3.left * moveSpeed;
  386. if (bodyTrans.localScale.x < 0)
  387. {
  388. Turn();
  389. }
  390. }
  391. break;
  392. case CharacterState.ReadyToRush:
  393. time += Time.deltaTime;
  394. if (time >= readyCD)
  395. {
  396. time = 0;
  397. ChangeState(CharacterState.Rush);
  398. }
  399. break;
  400. case CharacterState.RushAttack:
  401. time += Time.deltaTime;
  402. Rush();
  403. if (time >= rushTime)
  404. {
  405. time = 0;
  406. if (haveDownRush)
  407. {
  408. if (foot.TrigGround)
  409. {
  410. ChangeState(CharacterState.FinishRush);
  411. }
  412. else
  413. {
  414. ChangeState(CharacterState.ReadyToDownRush);
  415. }
  416. }
  417. else
  418. {
  419. ChangeState(CharacterState.FinishRush);
  420. }
  421. }
  422. break;
  423. case CharacterState.ReadyToDownRush:
  424. time += Time.deltaTime;
  425. if (time >= downRushTime)
  426. {
  427. time = 0;
  428. ChangeState(CharacterState.DownRush);
  429. }
  430. break;
  431. case CharacterState.DownRush:
  432. if (transform.position.y <= 0)
  433. {
  434. ani.Play("fall_end", 0, 0);
  435. }
  436. else
  437. {
  438. Rush();
  439. }
  440. if (foot.TrigGround || transform.position.y <= -1)
  441. {
  442. ChangeState(CharacterState.FinishRush);
  443. }
  444. break;
  445. case CharacterState.FinishRush:
  446. time += Time.deltaTime;
  447. if (time > finishRushTime)
  448. {
  449. ChangeState(CharacterState.Idle);
  450. }
  451. break;
  452. default:
  453. break;
  454. }
  455. }
  456. public override void ChangeState(CharacterState newState)
  457. {
  458. switch (state)
  459. {
  460. case CharacterState.Idle:
  461. break;
  462. case CharacterState.Run:
  463. rb.velocity = Vector3.zero;
  464. break;
  465. case CharacterState.Rise:
  466. break;
  467. case CharacterState.Fall:
  468. rb.velocity = Vector3.zero;
  469. break;
  470. case CharacterState.Hurt:
  471. break;
  472. case CharacterState.Attack:
  473. aniCollider.Play("NotAttack", 1, 0);
  474. break;
  475. case CharacterState.Die:
  476. isDie = false;
  477. break;
  478. case CharacterState.Weak:
  479. break;
  480. case CharacterState.Coma:
  481. break;
  482. case CharacterState.FindPlayer:
  483. noOnSearchState = false;
  484. rb.velocity = Vector3.zero;
  485. isFindPlayer = false;
  486. break;
  487. case CharacterState.ReadyToRush:
  488. aimEffect.SetActive(false);
  489. aimEffect.transform.localScale = Vector3.zero;
  490. rb.constraints =
  491. RigidbodyConstraints.FreezePositionZ|RigidbodyConstraints.FreezeRotation;
  492. break;
  493. case CharacterState.RushAttack:
  494. dashEffect.canHit = false;
  495. rb.velocity = Vector3.zero;
  496. bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
  497. break;
  498. case CharacterState.ReadyToDownRush:
  499. rb.constraints =
  500. RigidbodyConstraints.FreezePositionZ|RigidbodyConstraints.FreezeRotation;
  501. break;
  502. case CharacterState.DownRush:
  503. dashEffect.canHit = false;
  504. rb.velocity = Vector3.zero;
  505. bodyTrans.rotation = Quaternion.Euler(Vector3.zero);
  506. transform.position = new Vector3(transform.position.x, -1, 0);
  507. break;
  508. case CharacterState.FinishRush:
  509. searchState = SearchState.NoTarget;
  510. noOnSearchState = false;
  511. break;
  512. default:
  513. break;
  514. }
  515. CharacterState oldState = state;
  516. state = newState;
  517. switch (newState)
  518. {
  519. case CharacterState.Idle:
  520. ani.Play("idle", 0, 0);
  521. aniCollider.Play("Idle", 0, 0);
  522. rb.velocity = Vector3.zero;
  523. //animalAni.SetInteger("state", (int)PlayerState.Idle);
  524. break;
  525. case CharacterState.Run:
  526. ani.Play("walk", 0, 0);
  527. aniCollider.Play("Walk", 0, 0);
  528. //animalAni.SetInteger("state", (int)PlayerState.Walk);
  529. break;
  530. case CharacterState.Rise:
  531. aniCollider.Play("Rise", 0, 0);
  532. break;
  533. case CharacterState.Fall:
  534. aniCollider.Play("Fall", 0, 0);
  535. //animalAni.SetInteger("state", (int)PlayerState.Fall);
  536. break;
  537. case CharacterState.Hurt:
  538. ani.Play("hitted", 0, 0);
  539. aniCollider.Play("Hurt", 0, 0);
  540. invincibleTime = totalInvincibleTime;
  541. hurtKeepTime = minHurtKeepTime;
  542. //ani.Play("Invincible", 2, 0);
  543. break;
  544. case CharacterState.Coma:
  545. ani.Play("Coma", 0, 0);
  546. break;
  547. case CharacterState.Attack:
  548. break;
  549. case CharacterState.Die:
  550. ani.Play("die", 0, 0);
  551. aniCollider.Play("Die", 0, 0);
  552. isDie = true;
  553. dieKeepTime = totalDieKeepTime;
  554. DropSouls();
  555. if (linked)
  556. {
  557. PlayersInput.instance[0].sprintLinkTrigger.linkedEnemy.Remove(this);
  558. PlayersInput.instance[0].playerRope.gameObject.SetActive(false);
  559. }
  560. break;
  561. case CharacterState.Weak:
  562. aniCollider.Play("Weak", 0, 0);
  563. ani.Play("weak", 0, 0);
  564. Vector3 velocity = rb.velocity;
  565. velocity.y = weakUpSpeed;
  566. rb.velocity = velocity;
  567. weakTime = totalWeakTime;
  568. break;
  569. case CharacterState.FindPlayer:
  570. isFindPlayer = false;
  571. noOnSearchState = true;
  572. ChosePlayer();
  573. ani.Play("walk", 0, 0);
  574. aniCollider.Play("Walk", 0, 0);
  575. break;
  576. case CharacterState.ReadyToRush:
  577. ani.Play("charge", 0, 0);
  578. aimEffect.SetActive(true);
  579. aimDistance = rushTime * rushSpeed / 2;
  580. rb.constraints = RigidbodyConstraints.FreezeAll;
  581. ReadyToDash(rushEndPos + Vector3.up, transform.position + Vector3.up);
  582. break;
  583. case CharacterState.RushAttack:
  584. dashEffect.canHit = true;
  585. targetDir =
  586. (rushEndPos - transform.position).normalized;
  587. ani.Play("rush_attack", 0, 0);
  588. break;
  589. case CharacterState.ReadyToDownRush:
  590. rb.constraints = RigidbodyConstraints.FreezeAll;
  591. ani.Play("charge", 0, 0);
  592. break;
  593. case CharacterState.DownRush:
  594. targetDir = Vector3.down;
  595. ani.Play("rush_attack", 0, 0);
  596. dashEffect.canHit = true;
  597. break;
  598. case CharacterState.FinishRush:
  599. ani.Play("idle", 0, 0);
  600. aniCollider.Play("Idle", 0, 0);
  601. break;
  602. default:
  603. break;
  604. }
  605. }
  606. public void DropSouls()
  607. {
  608. if (dropSoul > 1)
  609. {
  610. for (int i = 0; i < dropSoul; i++)
  611. {
  612. float angleInterval = dropSoulAngle / (float)(dropSoul - 1);
  613. float angle = 90 + ((float)i - (float)(dropSoul - 1) / 2) * angleInterval;
  614. angle = angle / 180 * Mathf.PI;
  615. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  616. Vector3 dir = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0);
  617. soulObj.GetComponent<Soul>().Burst(dir * soulStartSpeed);
  618. }
  619. }
  620. else
  621. {
  622. GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
  623. Vector3 dir = Vector3.up;
  624. soulObj.GetComponent<Soul>().Burst(dir * soulStartSpeed);
  625. }
  626. }
  627. public void Jump()
  628. {
  629. SetUpSpeed(jumpSpeed);
  630. ani.Play("jump", 0, 0);
  631. }
  632. public void SetUpSpeed(float speed)
  633. {
  634. ChangeState(CharacterState.Rise);
  635. Vector3 velocity = rb.velocity;
  636. Vector3 leftDir = GetMoveDir();
  637. if (leftDir.x > 0.3f)
  638. {
  639. if (bodyTrans.localScale.x > 0)
  640. {
  641. Turn();
  642. }
  643. }
  644. else if (leftDir.x < -0.3f)
  645. {
  646. if (bodyTrans.localScale.x < 0)
  647. {
  648. Turn();
  649. }
  650. }
  651. velocity.y = speed;
  652. rb.velocity = velocity;
  653. //animalAni.SetInteger("state", (int)PlayerState.Rise);
  654. }
  655. public void ChangeSearchState(SearchState newState)
  656. {
  657. switch (searchState)
  658. {
  659. case SearchState.NoTarget:
  660. break;
  661. case SearchState.InSearchScope:
  662. break;
  663. case SearchState.InAttackScope:
  664. break;
  665. default:
  666. break;
  667. }
  668. searchState = newState;
  669. switch (searchState)
  670. {
  671. case SearchState.NoTarget:
  672. targetCharacter = null;
  673. break;
  674. case SearchState.InSearchScope:
  675. break;
  676. case SearchState.InAttackScope:
  677. break;
  678. default:
  679. break;
  680. }
  681. }
  682. public bool SearchTarget()
  683. {
  684. targetCharacter = searchTrigger.GetMinDisTarget(targetTypes, canHitFly);
  685. if (targetCharacter != null)
  686. {
  687. return true;
  688. }
  689. else
  690. {
  691. return false;
  692. }
  693. }
  694. public void OnSearchState()
  695. {
  696. switch (searchState)
  697. {
  698. case SearchState.NoTarget:
  699. if (SearchTarget())
  700. {
  701. ChangeSearchState(SearchState.InSearchScope);
  702. break;
  703. }
  704. //向玩家基地移动
  705. break;
  706. case SearchState.InSearchScope:
  707. if (!SearchTarget())
  708. {
  709. targetCharacter = null;
  710. ChangeSearchState(SearchState.NoTarget);
  711. break;
  712. }
  713. if (targetCharacter != null && Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) <= attackDistance)
  714. {
  715. ChangeSearchState(SearchState.InAttackScope);
  716. break;
  717. }
  718. break;
  719. case SearchState.InAttackScope:
  720. if (targetCharacter != null)
  721. {
  722. if (!targetCharacter.gameObject.activeInHierarchy || targetCharacter.isDie
  723. || Mathf.Abs(targetCharacter.transform.position.x - transform.position.x) > attackDistance)
  724. {
  725. ChangeSearchState(SearchState.NoTarget);
  726. }
  727. }
  728. else
  729. {
  730. ChangeSearchState(SearchState.NoTarget);
  731. }
  732. break;
  733. default:
  734. break;
  735. }
  736. }
  737. public override void Attack1()
  738. {
  739. base.Attack1();
  740. attackTarget = targetCharacter;
  741. }
  742. public override void Attack2()
  743. {
  744. base.Attack2();
  745. attackTarget = targetCharacter;
  746. }
  747. public void ChosePlayer()
  748. {
  749. float distance0 = 1000;
  750. float distance1 = 1000;
  751. if (PlayersInput.instance[0])
  752. {
  753. distance0 = Mathf.Abs(PlayersInput.instance[0].transform.position.x
  754. - transform.position.x);
  755. }
  756. if (PlayersInput.instance[1])
  757. {
  758. distance1 = Mathf.Abs(PlayersInput.instance[1].transform.position.x
  759. - transform.position.x);
  760. }
  761. if (distance0 <= distance1)
  762. {
  763. targetCharacter = PlayersInput.instance[0];
  764. distance = distance0;
  765. }
  766. else
  767. {
  768. targetCharacter = PlayersInput.instance[1];
  769. distance = distance1;
  770. }
  771. }
  772. public void ReadyToDash(Vector3 pos0, Vector3 pos1)
  773. {
  774. Vector3 target = (pos0 - pos1).normalized;
  775. float distance = aimDistance;
  776. aimEffect.transform.localScale =
  777. new Vector3(distance, 1, 1);
  778. targetDir = pos0 - pos1;
  779. float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
  780. if (targetDir.x < 0)
  781. {
  782. aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  783. bodyTrans.localScale = new Vector3(1, 1, 1);
  784. }
  785. else
  786. {
  787. aimEffect.transform.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  788. bodyTrans.localScale = new Vector3(-1, 1, 1);
  789. }
  790. }
  791. private void Rush()
  792. {
  793. float k = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg;
  794. if (targetDir.x < 0)
  795. {
  796. dashEffect.offset = 1;
  797. bodyTrans.localScale = new Vector3(1, 1, 1);
  798. bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k - 180));
  799. }
  800. else
  801. {
  802. dashEffect.offset = -1;
  803. bodyTrans.localScale = new Vector3(-1, 1, 1);
  804. bodyTrans.rotation = Quaternion.Euler(new Vector3(0, 0, k));
  805. }
  806. rb.velocity = targetDir * rushSpeed;
  807. }
  808. }