public void StartAttackAnimation() { if (canShoot && !Utilities.IsPointerOverUIElement()) { gearPlaceholder = rangedWeapon; canShoot = false; Invoke("CooldownReset", rangedWeapon.reloadTime); Debug.Log("Attack"); animator.SetTrigger("baseattack"); } }
public void SetWeapon(RangedWeapon weapon) { rangedWeapon = weapon; }