diff --git a/Assets/Scripts/Character/Enemy/CasterDemonController.cs b/Assets/Scripts/Character/Enemy/CasterDemonController.cs index e16e978e..039f53c2 100644 --- a/Assets/Scripts/Character/Enemy/CasterDemonController.cs +++ b/Assets/Scripts/Character/Enemy/CasterDemonController.cs @@ -73,8 +73,6 @@ public class CasterDemonController : EnemyController _doneBattleSequence = true; } - - private void Teleport() { if (teleportEffectPrefab != null) diff --git a/Assets/Scripts/Character/Enemy/EnemyState/Caster/EnemyStateFlee.cs b/Assets/Scripts/Character/Enemy/EnemyState/Caster/EnemyStateFlee.cs index c962e62e..e6b8d161 100644 --- a/Assets/Scripts/Character/Enemy/EnemyState/Caster/EnemyStateFlee.cs +++ b/Assets/Scripts/Character/Enemy/EnemyState/Caster/EnemyStateFlee.cs @@ -16,7 +16,7 @@ public class EnemyStateFlee :IEnemyState private Vector3 _lastPosition; private float _stuckTimer = 0f; private const float StuckThresholdTime = 1f; // 1초 동안 거의 못 움직이면 막힌 걸로 간주 - private const float StuckMoveThreshold = 0.01f; // 이내 이동은 “제자리”로 본다 + private const float StuckMoveThreshold = 0.1f; // 이내 이동은 “제자리”로 본다 public void Enter(EnemyController enemyController) {