private bool AttackTarget(IAttackable player, bool damageOnDraw = false) { InCombat = true; actionTimer = attackAnimationTime; Lock(); Equipment.ShowWeapon(); var weapon = Inventory.GetEquipmentOfCategory(ItemCategory.Weapon); var weaponAnim = weapon?.Type.GetAnimation() ?? 0; if (!playerAnimations.IsAttacking() || lastTrainedSkill != Skill.Fighting) { lastTrainedSkill = Skill.Fighting; playerAnimations.StartCombat(weaponAnim); if (!damageOnDraw) { return(true); } } playerAnimations.Attack(weaponAnim); transform.LookAt(player.Transform); StartCoroutine(DamageEnemy(player)); return(true); }