void Update() { // BowAttack(); AttackInput(); combatTimer -= Time.deltaTime; if (Time.time - lastAttack < combatTime) { isOnCombat = true; } else { isOnCombat = false; } if (isOnCombat) { playerAnimatorController.OverrideMove(playerAnimationsMove[1]); playerAnimatorController.OverrideIdle(playerAnimationsIdle[1]); } else { playerAnimatorController.OverrideMove(playerAnimationsMove[0]); playerAnimatorController.OverrideIdle(playerAnimationsIdle[0]); } if (Input.GetKeyDown(KeyCode.F)) { ChangeWeapons(); } }