public void Attack() { if (attackTimer >= attackSpeed) { anim.SetBool("InCombat", true); transform.LookAt(target.transform.position); anim.SetTrigger("Hit"); // Damage dealt to the enemy is a lot less if that enemy is in cover. See Cover System if (MapClass.InCover(gameObject, target)) { Debug.Log("In Cover!"); target.GetComponent <Health> ().TakeDamage(attackDamage / 8, this.gameObject); } else { target.GetComponent <Health> ().TakeDamage(attackDamage, this.gameObject); } attackTimer = 0f; } }