// Functions for animation events, only apply when currently attacking, because the animations can be shared with other actions public void FireWeapon() { if (currentlyAttacking) { // Debug.Log("Firing weapon"); weapon.Fire(gameObject); } }
IEnumerator CastWeapon(CasterWeapon weapon) { //weapon.PlayWindupParticles(); yield return(new WaitForSeconds(weapon.animationTime)); weapon.Fire(gameObject); yield return(new WaitForSeconds(weapon.cooldown)); currentlyAttacking = false; waitTime += weapon.cooldown + actionCooldownTime; }