Changed the enemy attack animation from a full body attack to a arm specific movement
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@@ -328,13 +328,13 @@ public class GMScript : MonoBehaviour
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yield return StartCoroutine(PreAttackBuffAnimEnemy());
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yield return StartCoroutine(PreAttackBuffAnimEnemy());
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// ANIMATION FOR FIRST ARM
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// ANIMATION FOR FIRST ARM
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yield return StartCoroutine(AttackAnimEnemy());
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yield return StartCoroutine(AttackAnimEnemy(3));
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// FIRST ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS
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// FIRST ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS
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yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[3]));
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yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[3]));
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// ANIMATION FOR SECOND ARM
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// ANIMATION FOR SECOND ARM
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yield return StartCoroutine(AttackAnimEnemy());
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yield return StartCoroutine(AttackAnimEnemy(4));
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// SECOND ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS
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// SECOND ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS
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yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[4]));
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yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[4]));
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@@ -737,10 +737,10 @@ public class GMScript : MonoBehaviour
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}
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}
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IEnumerator AttackAnimEnemy()
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IEnumerator AttackAnimEnemy(int arm)
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{
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{
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// RUNS ATTACK ANIMATION OF ENEMY
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// RUNS ATTACK ANIMATION OF ENEMY
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Animator enemyAttackAnim = EnemyParts[2].transform.parent.GetComponent<Animator>();
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Animator enemyAttackAnim = EnemyParts[arm].transform.GetComponent<Animator>();
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enemyAttackAnim.SetTrigger("AttackTrigger");
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enemyAttackAnim.SetTrigger("AttackTrigger");
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yield return new WaitForSeconds(
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yield return new WaitForSeconds(
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