Ejemplo n.º 1
0
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (Time.time >= HitTime && !hit && (Vector3.Distance(animator.transform.position, _nav.target.transform.position) < _nav.attackDistance))
     {
         hit = true;
         SplashDamage.Hit(animator.gameObject);
         playerHealth.DealDamage(10);
     }
 }
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     // Outer if added by Matt as well as extra bool check in second if
     if (_nav.attackingPlayer == true)
     {
         if (Time.time >= HitTime && !hit && (Vector3.Distance(animator.transform.position, _nav.target.transform.position) < _nav.attackDistance))
         {
             hit = true;
             SplashDamage.Hit(animator.gameObject);
             playerHealth.DealDamage(10);
         }
     }
     else
     {
         return;
     }
 }