Looks like I fixed the bug where the enemy arms wouldnt move when attacking
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@@ -123,8 +123,8 @@ AnimatorStateTransition:
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m_IsExit: 0
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m_IsExit: 0
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serializedVersion: 3
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serializedVersion: 3
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m_TransitionDuration: 0
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m_TransitionDuration: 0
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m_TransitionOffset: 0.0030431175
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m_TransitionOffset: 0
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m_ExitTime: 0.7242597
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m_ExitTime: 1
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m_HasExitTime: 1
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_InterruptionSource: 0
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@@ -19,7 +19,7 @@ AnimatorStateTransition:
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serializedVersion: 3
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serializedVersion: 3
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m_TransitionDuration: 0
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m_TransitionDuration: 0
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m_TransitionOffset: 0
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m_TransitionOffset: 0
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m_ExitTime: 0.9970888
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m_ExitTime: 1
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m_HasExitTime: 1
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m_HasExitTime: 1
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m_HasFixedDuration: 1
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m_HasFixedDuration: 1
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m_InterruptionSource: 0
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m_InterruptionSource: 0
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@@ -1188,6 +1188,8 @@ public class GMScript : MonoBehaviour
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yield return new WaitForSeconds(
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yield return new WaitForSeconds(
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enemyAttackAnim.GetCurrentAnimatorStateInfo(0).length*0.45f);
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enemyAttackAnim.GetCurrentAnimatorStateInfo(0).length*0.45f);
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enemyAttackAnim.SetTrigger("AttackTrigger");
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}
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}
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IEnumerator PreAttackBuffAnimEnemy()
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IEnumerator PreAttackBuffAnimEnemy()
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