From bf0abc75243a02091f57671b7290b009bb2a3bb6 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Thu, 23 Apr 2020 19:01:56 -0400 Subject: [PATCH] Changed the enemy attack animation from a full body attack to a arm specific movement --- Assets/Scripts/GMScript.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Assets/Scripts/GMScript.cs b/Assets/Scripts/GMScript.cs index d2cde54..ebd3a88 100644 --- a/Assets/Scripts/GMScript.cs +++ b/Assets/Scripts/GMScript.cs @@ -328,13 +328,13 @@ public class GMScript : MonoBehaviour yield return StartCoroutine(PreAttackBuffAnimEnemy()); // ANIMATION FOR FIRST ARM - yield return StartCoroutine(AttackAnimEnemy()); + yield return StartCoroutine(AttackAnimEnemy(3)); // FIRST ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[3])); // ANIMATION FOR SECOND ARM - yield return StartCoroutine(AttackAnimEnemy()); + yield return StartCoroutine(AttackAnimEnemy(4)); // SECOND ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[4])); @@ -737,10 +737,10 @@ public class GMScript : MonoBehaviour } - IEnumerator AttackAnimEnemy() + IEnumerator AttackAnimEnemy(int arm) { // RUNS ATTACK ANIMATION OF ENEMY - Animator enemyAttackAnim = EnemyParts[2].transform.parent.GetComponent(); + Animator enemyAttackAnim = EnemyParts[arm].transform.GetComponent(); enemyAttackAnim.SetTrigger("AttackTrigger"); yield return new WaitForSeconds(