// Player attacks without a specific target public void Attack() { if (!GetComponent <Energy>().CanConsumeEnergy(currentWeaponConfig.GetEnergyToAttack())) { return; } StartCoroutine(GetComponent <Mover>().RotateAsynchronously(Camera.main.transform.forward)); GetComponent <ActionScheduler>().StartAction(this); if (!isAnAttackQueued()) { GetComponent <Energy>().ConsumeEnergy(currentWeaponConfig.GetEnergyToAttack()); } TriggerAttackAnimation(); }