Commit 12de29b2 authored by 15김민규's avatar 15김민규

거미 이제 벽 안넘어감

parent bc4ab857
...@@ -27,7 +27,7 @@ GameObject: ...@@ -27,7 +27,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 0 m_IsActive: 1
--- !u!1 &1822069857481414 --- !u!1 &1822069857481414
GameObject: GameObject:
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...@@ -141,19 +141,19 @@ Rigidbody2D: ...@@ -141,19 +141,19 @@ Rigidbody2D:
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m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1346522711063220} m_GameObject: {fileID: 1346522711063220}
m_BodyType: 1 m_BodyType: 0
m_Simulated: 1 m_Simulated: 1
m_UseFullKinematicContacts: 0 m_UseFullKinematicContacts: 0
m_UseAutoMass: 0 m_UseAutoMass: 0
m_Mass: 1 m_Mass: 1
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m_AngularDrag: 0.05 m_AngularDrag: 50
m_GravityScale: 1 m_GravityScale: 0
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Interpolate: 0 m_Interpolate: 1
m_SleepingMode: 1 m_SleepingMode: 1
m_CollisionDetection: 0 m_CollisionDetection: 1
m_Constraints: 3 m_Constraints: 0
--- !u!61 &61019308264186112 --- !u!61 &61019308264186112
BoxCollider2D: BoxCollider2D:
m_ObjectHideFlags: 1 m_ObjectHideFlags: 1
......
...@@ -630,7 +630,12 @@ Prefab: ...@@ -630,7 +630,12 @@ Prefab:
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type: 2} type: 2}
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objectReference: {fileID: 0} objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 3d077a5f727dd1e4780e9265ed26e036, type: 2} m_SourcePrefab: {fileID: 100100000, guid: 3d077a5f727dd1e4780e9265ed26e036, type: 2}
...@@ -770,9 +775,10 @@ Prefab: ...@@ -770,9 +775,10 @@ Prefab:
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value: 50
objectReference: {fileID: 0} objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
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...@@ -980,6 +986,10 @@ Prefab: ...@@ -980,6 +986,10 @@ Prefab:
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m_IsPrefabAsset: 0 m_IsPrefabAsset: 0
......
...@@ -42,7 +42,7 @@ public class EnemyAir : Enemy { ...@@ -42,7 +42,7 @@ public class EnemyAir : Enemy {
private void ChangeAngleZ(float val, bool[] lockArray) private void ChangeAngleZ(float val, bool[] lockArray)
{ {
foreach (var Lock in lockArray) { if (Lock) return; } foreach (var Lock in lockArray) { if (Lock) { return; } }
Vector3 tempAngle = transform.parent.eulerAngles; Vector3 tempAngle = transform.parent.eulerAngles;
tempAngle.z = val; tempAngle.z = val;
transform.parent.eulerAngles = tempAngle; transform.parent.eulerAngles = tempAngle;
...@@ -50,7 +50,7 @@ public class EnemyAir : Enemy { ...@@ -50,7 +50,7 @@ public class EnemyAir : Enemy {
private void ChangeVelocityXY(Vector2 val, bool[] lockArray) private void ChangeVelocityXY(Vector2 val, bool[] lockArray)
{ {
foreach (var Lock in lockArray) { if (Lock) return; } foreach (var Lock in lockArray) { if (Lock) { return; } }
Vector3 tempVelocity = transform.parent.gameObject.GetComponent<Rigidbody2D>().velocity; Vector3 tempVelocity = transform.parent.gameObject.GetComponent<Rigidbody2D>().velocity;
tempVelocity.x = val.x; tempVelocity.x = val.x;
tempVelocity.y = val.y; tempVelocity.y = val.y;
......
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