private void OnWilt() { if (GhostPath.Count < 1) { GhostPath.Add(Vector3.zero); GhostRotation.Add(Vector3.zero); InteractionState.Add(false); } status = Player_Status.wilting; AC.SetTrigger("OnWilt"); }
private void OnWilt() { if (GhostPath.Count < 1) { GhostPath.Add(Vector3.zero); GhostRotation.Add(Vector3.zero); InteractionState.Add(false); } status = Player_Status.wilting; AC.SetTrigger("OnWilt"); }