Tweaked animations so the animation sequence during a fight is very tightly knit
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@@ -583,8 +583,7 @@ public class GMScript : MonoBehaviour
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audioPlayer.PlayOneShot(SoundEffects[2]);
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yield return new WaitForSeconds(
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attack.GetCurrentAnimatorStateInfo(0).length
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+attack.GetCurrentAnimatorStateInfo(0).normalizedTime);
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attack.GetCurrentAnimatorStateInfo(0).length*0.45f);
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attack.SetTrigger("AttackTrigger");
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@@ -1089,10 +1088,10 @@ public class GMScript : MonoBehaviour
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audioPlayer.PlayOneShot(SoundEffects[2]);
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yield return new WaitForSeconds(
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enemyAttackAnim.GetCurrentAnimatorStateInfo(0).length
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+enemyAttackAnim.GetCurrentAnimatorStateInfo(0).normalizedTime);
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enemyAttackAnim.GetCurrentAnimatorStateInfo(0).length*0.45f);
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//enemyAttackAnim.SetTrigger("AttackTrigger");
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enemyAttackAnim.SetTrigger("AttackTrigger");
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}
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IEnumerator PreAttackBuffAnimEnemy()
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