public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); lazyInit(animator); float angle = animator.GetFloat("MagicAngle"); // float angle_z; // float x = new Random().Next(-20, 21); // System.Random y_y = new System.Random(); // int y = y_y.Next(-2100, 2100); // System.Random z_z = new System.Random(); // int z = z_z.Next(-2100, 2100); // angle =(float) (y*0.01); // angle_z = (float) (z*0.01); Quaternion quaternion = Quaternion.Euler(0, angle, z: 0); var localPosition = quaternion * Vector3.right; localPosition.z *= -1; localPosition.x *= RoleController.GetDirectionInt(); RoleController.SetLocalPointPosition(localPosition); }