MonsterAnim.cs
private void MonsterKillingAnim() { ResetAllStates(); if (monster.StateType != PropStateType.Revealed) { animator.SetBool(unrevealKillHash, true); } else { animator.SetBool(killHash, true); } }StunMonsterKillScene.cs
protected override void Kill() { transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z); GetComponent<Rigidbody>().isKinematic = true; if (monster.StateType != PropStateType.Revealed) { StartCoroutine(CoUnrevealKillAnimTime()); } else { StartCoroutine(CoKillAnimTime()); } }
추후 수정 사항
1. Runmaul Unreveal Animation 변경
2. Runmaul Kill Animation 코루틴 추가
3.