public override void GetHit(int Damage) { if (!(m_CurrentState is BaseBattleGetsHit)) { FMOD_StudioSystem.instance.PlayOneShot("event:/Enemy/enemy_hurt_heavy", transform.position); StartCoroutine(ShowBlood()); if (!(m_CurrentState is AIBattleCounterAttacked)) { updatePreviousActions(m_CurrentState.ToString()); } GetComponent <Animator>().SetTrigger("Hit"); m_CurrentState = new AIBattleGetsHit(this); base.GetHit(Damage); } }
public override void GetHit(int Damage) { if (!(m_CurrentState is BaseBattleGetsHit)) { FMOD_StudioSystem.instance.PlayOneShot("event:/Enemy/enemy_hurt_heavy", transform.position); StartCoroutine(ShowBlood()); if(!(m_CurrentState is AIBattleCounterAttacked)) updatePreviousActions(m_CurrentState.ToString()); GetComponent<Animator>().SetTrigger("Hit"); m_CurrentState = new AIBattleGetsHit(this); base.GetHit(Damage); } }