Locked cursor during attack animations so user can't screw up animations while they are running
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@@ -36,6 +36,7 @@ public class GMScript : MonoBehaviour
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public Sprite[] Symbols;
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private bool cursorLock = false;
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private bool noRepeat = true;
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private bool shield = false;
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private bool enemyShield = false;
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@@ -147,11 +148,15 @@ public class GMScript : MonoBehaviour
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if(hit.collider.gameObject.tag == "Attack" && PartyMemberOrder[0] != null)
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{
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cursorLock = true;
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StartCoroutine(AttackParty(robotColour));
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} else if (hit.collider.gameObject.tag == "Attack"
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&& PartyMemberOrder[0] == null) {
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cursorLock = true;
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StartCoroutine(AttackStop());
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}
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@@ -190,6 +195,19 @@ public class GMScript : MonoBehaviour
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}
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if(cursorLock)
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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} else {
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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}
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void CheckParty(GameObject member)
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@@ -291,6 +309,7 @@ public class GMScript : MonoBehaviour
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yield return new WaitForSeconds(1);
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AttackStopSign.SetActive(false);
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cursorLock = false;
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}
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@@ -843,6 +862,8 @@ public class GMScript : MonoBehaviour
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{
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yield return StartCoroutine(HitEffectEnemy(0, EnemyPartsColours[0]));
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}
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cursorLock = false;
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}
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void EnemyBuilder()
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