// Called during enemy combo attack when user does not choose a block direction // Continue enemy combo next attack. // public void PlayerBlockDirectionNotChosen() { playerDirectionChosen = false; // Remove block and directional canvas ui and play next animation uiManager.EndEnemyCombo(); currentSkill = currentTurnComboQueue.Dequeue(); enemyAnimator.PlayAttackAnimation(currentSkill.animationName); }
public override void Fire() { if (!base.CanFire(fire)) { return; } fire.lastFired = Time.time; enemyAnimator.PlayAttackAnimation(); SoundSystem.PlaySound(fireSound.name, transform.position); for (int i = 0; i < fire.projectileCount; i++) { SpawnProjectile(fire); } }