void Flinch() { if (isFlinching) { return; } if (currentState.Interupptable) { animancerState_layer1.NormalizedTime = 0; animancerState_layer1.IsPlaying = false; } animancer.Layers[1].IsAdditive = true; animancerState_layer2 = animancer.Layers[1].Play(enemyData.GetFlinchClip()); animancerState_layer2.NormalizedTime = 0; animancerState_layer2.Speed = 1.75f; animancerState_layer2.Events.Add(0.6f, OnEndFlinching); //Spawn Effect MessageDispatcher.SendMessageData(GameEvent.SPANW_BLOOD_MIST, transform.position + Vector3.up); isFlinching = true; }