private void PerformWeaponAttack() { if (playerAnimationController != null) { playerAnimationController.HandleAnimation("PlayerAttack"); } }
// Update is called once per frame void Update() { if (playerAgent != null && !(playerAgent.pathPending)) { // Key to this check is that stoppingDistance is set to 0 when current destination in not interactable; hence those "clicks" won't call Interact() if (Vector3.Distance(playerAgent.destination, playerAgent.transform.position) <= playerAgent.stoppingDistance) { if (!hasInteracted) { Interact(); } if (!playerAgent.hasPath || playerAgent.velocity.sqrMagnitude == 0f) { playerAnimationController.HandleAnimation("PlayerIdle"); } } else { playerAnimationController.HandleAnimation("PlayerRunning"); } } GetInput(); }