public virtual void DetermineAttackState(bool inputActive) { if (currentHitAnimationCooldown >= 0.0f) { currentHitAnimationCooldown -= 0.5f * Time.deltaTime; } else { this_Animator.speed = 1.5f; } var isWeaponIdle = this_Animator.GetCurrentAnimatorStateInfo(0).IsName("Idle"); if (character_Stats.HasStamina(staminaUsage)) { if (inputActive && isWeaponIdle && character_Power.AllowOtherActions()) { character_Stats.TakeStamina(staminaUsage); this_Animator.SetTrigger("Attack"); isAttacking = true; } } this.ResetAttackAnimations(inputActive, isWeaponIdle); }