// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (Time.time >= HitTime && !hit && (Vector3.Distance(animator.transform.position, _nav.target.transform.position) < _nav.attackDistance)) { hit = true; SplashDamage.Hit(animator.gameObject); playerHealth.DealDamage(10); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // Outer if added by Matt as well as extra bool check in second if if (_nav.attackingPlayer == true) { if (Time.time >= HitTime && !hit && (Vector3.Distance(animator.transform.position, _nav.target.transform.position) < _nav.attackDistance)) { hit = true; SplashDamage.Hit(animator.gameObject); playerHealth.DealDamage(10); } } else { return; } }