protected override void Update() { if (ai.currentState == EnemyAI.State.Idle) { return; //대기상태는 아무것도 안함 } Vector2 distanceVector = GameManager.Player.position - transform.position; if (!isPattern && distanceVector.sqrMagnitude >= farDistance * farDistance && lastDashAttackTime + dashAttackDelay <= Time.time) { isPattern = true; ai.currentState = EnemyAI.State.Skill; move.Stop(); StartCoroutine(DashSequence()); } else if (!isPattern) { base.Update(); //가까이 있고 패턴수행 아니면 푹찍푹찍! } }