using System.Collections;

using System.Collections.Generic;

using UnityEngine;


public class EnemyRotate : StateMachineBehaviour

{

ย  ย  GameObject _em;

ย  ย  GameObject _target;

ย  ย  [SerializeField] float _rotSpeed;


ย  ย  public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)

ย  ย  {

ย  ย  ย  ย  _em = GameObject.FindGameObjectWithTag("Enemy");

ย  ย  ย  ย  _target = GameObject.FindGameObjectWithTag("Player");

ย  ย  }


ย  ย  public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)

ย  ย  {

ย  ย  ย  ย  Vector3 op = new Vector3(_em.transform.position.x, 0, _em.transform.position.z);

ย  ย  ย  ย  Vector3 tp = new Vector3(_target.transform.position.x, 0, _target.transform.position.z);

ย  ย  ย  ย  _em.transform.rotation = Quaternion.Slerp(_em.transform.rotation, Quaternion.LookRotation(tp - op), Time.deltaTime * _rotSpeed);

ย  ย  }


ย  ย  public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)

ย  ย  {


ย  ย  }

}



์ฝ”๋“œ ์ด๋ ‡๊ฒŒ ์ž‘์„ฑํ•˜๊ณ  Animator์— ์žˆ๋Š” ์• ๋‹ˆ๋ฉ”์ด์…˜์— ๋„ฃ์–ด์คฌ๋Š”๋ฐ ์™œ ๋ง‰์ƒ ๋ชฌ์Šคํ„ฐ๊ฐ€ ํšŒ์ „์„ ์•ˆํ•˜๋Š”๊ฑด๊ฐ€์š”??

tag๋„ ๋‹ค ์„ค์ •ํ•˜๊ณ  rotSpeed์—๋„ ๋‹ค ์„ค์ •ํ•ด์คฌ๋Š”๋ฐ ํšŒ์ „ ์ ์šฉ์ด ์•ˆ๋˜์š” ใ