/// <summary> /// 攻撃アクション /// </summary> public void ActionAttack() { AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0); if (IsBaseAnimation()) { animator.SetTrigger("Attack_A"); playerStatusManager.CalclateAttackNockBackVector(direction, stateInfo.fullPathHash); } else { if (atkInputEnabled) { atkInputEnabled = false; atkInputNow = true; playerStatusManager.CalclateAttackNockBackVector(direction, stateInfo.fullPathHash); } } }