void AttackTargetOnce() { transform.LookAt(target.transform.position); SetAttackAnimation(); animator.SetTrigger(ATTACK_TRIGGER); StartCoroutine(DamageAfterDelay(currentWeaponConfig.GetDamageDelay())); }
void AttackTargetOnce() { transform.LookAt(target.transform); animator.SetTrigger(ATTACK_TRIGGER); float damageDelay = currentWeaponConfig.GetDamageDelay(); // todo get from the weapon SetAttackAnimation(); StartCoroutine(DamageAfterDelay(damageDelay)); }
void AttackTargetOnce() { transform.LookAt(target.transform); animator.SetTrigger(Constants.ATTACK_TRIGGER); SetupAttackAndDeathAnimation(); float damageDelay = currentWeaponConfig.GetDamageDelay(); //to know exactly when in the animation we're gona hit StartCoroutine(DamageAfterDelay(damageDelay)); }
private void AttackTargetOnce() { transform.LookAt(target.transform); SetAttackAnimation(); animator.SetTrigger("Attack"); float damageDelay = currentWeaponConfig.GetDamageDelay(); StartCoroutine(DamageAfterDelay(damageDelay)); }
private void AttackTargetOnce() { lookAtEnemy = true; animator.SetTrigger(ATTACK_TRIGGER); float damageDelay = currentWeaponConfig.GetDamageDelay(); SetAttackAnimation(); StartCoroutine(DamageAfterDelay(damageDelay)); }
private void AttackTargetOnce() { transform.LookAt(target.transform); animator.SetTrigger(ATTACK_TRIGGER); float damageDelay = currentWeaponConfig.GetDamageDelay(); SetAttackAnimation(); audioSource.PlayOneShot(currentWeaponConfig.GetRandomHitClips()); StartCoroutine(DamageAfterDelay(damageDelay)); }
private void AttackTargetOnce() { //look at the other person; transform.LookAt(target.transform); //trigger attack animation animator.SetTrigger(ATTACK_TRIGGER); //deal damage float damageDelay = currentWeaponConfig.GetDamageDelay(); SetAttackAnimation(); StartCoroutine(DamageAfterDelay(damageDelay)); }