protected virtual IEnumerator Attacking() { if (enCanAttack && !isAttacking && !enStunned) { isAttacking = true; enCanAttack = false; EnDisableMove(); if (EnAnimator != null) { EnAnimator.PlayAttack(); } EnDisableFlip(); yield return(new WaitForSeconds(enAttackAnimSpeed)); Attack(); yield return(new WaitForSeconds(enAttackSpeed)); //delay before starting attack again EnEnableFlip(); isAttacking = false; enCanAttack = true; EnEnableMove(); } }
protected void AttackPlayer() { FacePlayer(); attackReadyTime = Time.timeSinceLevelLoad + attackCooldown; enemyAnimator.PlayAttack(); }
private void Attack() { EnemyAnimator.PlayAttack(); _playerHealth.TakeDamage(_damage); _isAttacking = true; }