Added screen shake upon successful hits of non-ability moves and fixed some animation bugs/warnings
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@@ -71,6 +71,8 @@ public class GMScript : MonoBehaviour
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private int[] EnemyPartsColours;
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private int[] EnemyKillSequence;
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private ShakeScript shake;
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enum Colours {
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Red, Brown, Orange,
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Amber, Yellow, Lime,
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@@ -89,6 +91,7 @@ public class GMScript : MonoBehaviour
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enemyHealth = 16;
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partyHealth = 8;
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level = PlayerPrefs.GetInt("Level");
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shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent<ShakeScript>();
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if(PlayerPrefs.GetInt("GameMode") == 0 ||
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PlayerPrefs.GetInt("GameMode") == 2)
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@@ -669,13 +672,12 @@ public class GMScript : MonoBehaviour
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Hit.SetActive(true);
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Animator hit = Hit.transform.GetComponent<Animator>();
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hit.SetTrigger("HitTrigger");
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shake.camShake();
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yield return new WaitForSeconds(
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hit.GetCurrentAnimatorStateInfo(0).length * 2
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+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
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hit.SetTrigger("HitTrigger");
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Hit.SetActive(false);
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} else {
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@@ -715,13 +717,11 @@ public class GMScript : MonoBehaviour
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EnemyHit.SetActive(true);
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Animator hit = EnemyHit.transform.GetComponent<Animator>();
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hit.SetTrigger("HitTrigger");
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yield return new WaitForSeconds(
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hit.GetCurrentAnimatorStateInfo(0).length * 2
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+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
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hit.SetTrigger("HitTrigger");
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EnemyHit.SetActive(false);
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display.text = null;
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@@ -764,13 +764,11 @@ public class GMScript : MonoBehaviour
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Hit.SetActive(true);
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Animator hit = Hit.transform.GetComponent<Animator>();
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hit.SetTrigger("HitTrigger");
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yield return new WaitForSeconds(
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hit.GetCurrentAnimatorStateInfo(0).length * 2
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+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
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hit.SetTrigger("HitTrigger");
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EnemyDamageText.text = null;
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Hit.SetActive(false);
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@@ -799,13 +797,12 @@ public class GMScript : MonoBehaviour
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EnemyHit.SetActive(true);
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Animator hit = EnemyHit.transform.GetComponent<Animator>();
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hit.SetTrigger("HitTrigger");
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shake.camShake();
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yield return new WaitForSeconds(
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hit.GetCurrentAnimatorStateInfo(0).length * 2
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+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
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hit.SetTrigger("HitTrigger");
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EnemyHit.SetActive(false);
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} else {
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