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minor change
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-6
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2 files changed

+3
-6
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Assets/Icing/BPCC/BPCC.cs

+1-4
Original file line numberDiff line numberDiff line change
@@ -227,7 +227,7 @@ RaycastHit2D GetHighestGround(BoxCastData castData, bool skipInngerGapUp = false
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// NOTE:
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// 떨어질 때 단방향 플랫폼 검사 안함.
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// FIXME:
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// 1. 아니 어떻게 하지....
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// 1. 빠르게 움직이면 단방향 플랫폼을 뚫고 가네...
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if (oneWayLayer.ContainsLayer(hitArray[i].collider.gameObject.layer))
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{
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if (hitArray[i].point.y > pos.y - halfSize.y + innerGap)
@@ -404,9 +404,6 @@ public void GetInput_FallThrough(KeyCode keyCode)
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}
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public void FallThrough()
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{
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// FIXME:
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// 1. 단방향 플랫폼이 진행 바향에 있고 플레이어와 겹쳐 있으면 그 위로 올라가려고 함.
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#region Full Overlap Box
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Collider2D[] fullOverlap =

Assets/Icing/GSM/GSM.cs

+2-2
Original file line numberDiff line numberDiff line change
@@ -356,12 +356,12 @@ Node GetNodeAvoidStackOverflow(int i)
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#endregion
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// GSM Default Data
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protected Flow flow_begin = new Flow();
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protected readonly Flow flow_begin = new Flow();
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private StateEx defaultStateEx;
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private GSM_State defaultState;
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// GSM Data
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private HashSet<Flow> checkedFlows = new HashSet<Flow>();
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private readonly HashSet<Flow> checkedFlows = new HashSet<Flow>();
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private bool onLateEnterDone = false;
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public Flow CurFlow { get; private set; }

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