Changed the enemy attack animation from a full body attack to a arm specific movement

This commit is contained in:
Gregory Campbell
2020-04-23 19:01:56 -04:00
parent 076219e2c0
commit bf0abc7524
+4 -4
View File
@@ -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>();
Animator enemyAttackAnim = EnemyParts[arm].transform.GetComponent<Animator>();
enemyAttackAnim.SetTrigger("AttackTrigger");
yield return new WaitForSeconds(