/// <summary>
    /// Character movement
    /// </summary>
    public void Movement()
    {
        // Init state flags
        InitStatsFlags();

        float   h = Input.GetAxis("Horizontal");
        float   v = Input.GetAxis("Vertical");
        Vector3 movedDirection = new Vector3(h, 0, v);

        // 움직이는지 확인 후 상태 변환
        if (movedDirection.x != 0 || movedDirection.z != 0)
        {
            eCharacterState = EMon_CharacterState.move; // 움직이는 상태로 변환
            isMove          = true;
        }
        else
        {
            eCharacterState = EMon_CharacterState.idle; // 멈춰있는 상태로 변환
            isMove          = false;
        }
        characterAnim.SetIsMoveAnimation(isMove);


        characterModelObject.transform.eulerAngles = new Vector3(0, characterCamera.targetObject.transform.eulerAngles.y, 0);
        playerObject.transform.eulerAngles         = new Vector3(0, characterCamera.targetObject.transform.eulerAngles.y, 0);

        movedDirection = characterCamera.targetObject.transform.TransformDirection(movedDirection); // 월드좌표계로 변환하여 movedDirection으로 넣음.
        characterController.SimpleMove(movedDirection.normalized * moveSpeed);
    }
 public void Dash()
 {
     isDash          = true;
     eCharacterState = EMon_CharacterState.dash;
     characterAnim.SetIsDashAnimation(true);
 }
 // Start is called before the first frame update
 void Start()
 {
     // TODO (장현명) : delete this default state
     state.SetDefaultState(); // set default character stat (also can be set in the Inspector screen)
     eCharacterState = EMon_CharacterState.idle;
 }
 public void AttackNormal()
 {
     isDefaultAttack = true;
     eCharacterState = EMon_CharacterState.defaultAttack;
     characterAnim.SetIsDefaultAttackAnimation();
 }