public void StartBackActOnVec(Transform transform) { if (CanBackAct()) { if (m_Carrier.HasCarrier()) { return; } SetLockState(true); m_BackAct.enabled = true; m_BackAct.OnHit_Vec(transform); } }
public void Update() { if (!m_Carrier.HasCarrier()) { if (m_InNormalPassType) { FaceToEnemy(); } } else { m_Carrier.Update(BaseScene.GetDtTime()); m_Player.SetSafe(true, true); } }