private void AttackLeader(Leader opponentLeader) { gameObject.GetComponent<Rigidbody>().velocity += Vector3.up * 20f; if (IsCriticalStrike()) { //Play CRITICAL ATTACK ANIMATION opponentLeader.RecieveDamage(GetDamageOutput() * 2); } else { //Play NORMAL ATTACK ANIMATION opponentLeader.RecieveDamage(GetDamageOutput()); } atkCooldown = 1f; anim.Play("Attack", 1, 0); skinnedMesh.SetBlendShapeWeight(1, 100); skinnedMesh.SetBlendShapeWeight(2, 0); //transform.LookAt(opponentLeader.transform.position); }