//플레이어 캐릭터 회전 void SetPlayerRot(int KeyCode) { if (KeyCode >= 16) { KeyCode -= 16; } switch ((MOVEARROW)KeyCode) { case MOVEARROW.MOVE_UP: angleAxis = 0; break; case MOVEARROW.MOVE_DOWN: angleAxis = 180; break; case MOVEARROW.MOVE_LEFT: angleAxis = -90; break; case MOVEARROW.MOVE_UL: angleAxis = -45; break; case MOVEARROW.MOVE_DL: angleAxis = -135; break; case MOVEARROW.MOVE_RIGHT: angleAxis = 90; break; case MOVEARROW.MOVE_UR: angleAxis = 45; break; case MOVEARROW.MOVE_DR: angleAxis = 135; break; default: break; } if (!animAttackLayer.IsName("Empty")) { return; } if (KeyCode != 0) { player.transform.rotation = Quaternion.Lerp( player.transform.rotation, Quaternion.AngleAxis(angleAxis, Vector3.up) * Quaternion.AngleAxis(cameraMove.GetCameraRot().y, Vector3.up), angularSpeed * Time.deltaTime); } }