fixes in dash and autotargetting after testing on the device
This commit is contained in:
@@ -1,312 +1,287 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Beyond;
|
||||
using Invector.vCharacterController.AI;
|
||||
using Invector.vCharacterController.AI.FSMBehaviour;
|
||||
using Beyond; // For Player, GameStateManager, TimeController
|
||||
using Invector.vCharacterController.AI.FSMBehaviour; // For vFSMBehaviourController
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
using vEventSystems;
|
||||
using vEventSystems; // For vIAttackListener
|
||||
|
||||
public class bMeleeAttackControl : StateMachineBehaviour
|
||||
{
|
||||
[Tooltip("normalizedTime of Active Damage")]
|
||||
[Header("Damage Window")]
|
||||
[Tooltip("NormalizedTime of Active Damage")]
|
||||
public float startDamage = 0.05f;
|
||||
|
||||
[Tooltip("normalizedTime of Disable Damage")]
|
||||
[Tooltip("NormalizedTime of Disable Damage")]
|
||||
public float endDamage = 0.9f;
|
||||
|
||||
[Header("Attack Properties")]
|
||||
public int damageMultiplier;
|
||||
public int recoilID;
|
||||
public int reactionID;
|
||||
|
||||
public vAttackType meleeAttackType = vAttackType.Unarmed;
|
||||
|
||||
[Tooltip("You can use a name as reference to trigger a custom HitDamageParticle")]
|
||||
public string damageType;
|
||||
|
||||
[HideInInspector] [Header("This work with vMeleeManager to active vMeleeAttackObject from bodyPart and id")]
|
||||
[Tooltip("Body parts to activate for damage detection.")]
|
||||
public List<string> bodyParts = new List<string> { "RightLowerArm" };
|
||||
|
||||
[Header("Hit Effects")]
|
||||
public bool ignoreDefense;
|
||||
public bool activeRagdoll;
|
||||
|
||||
[vHideInInspector("activeRagdoll"), Tooltip("Time to keep Ragdoll active")]
|
||||
[vHideInInspector("activeRagdoll")]
|
||||
[Tooltip("Time to keep Ragdoll active if activeRagdoll is true.")]
|
||||
public float senselessTime;
|
||||
|
||||
[Tooltip("Check true in the last attack of your combo to reset the triggers")]
|
||||
[Header("Attack Flow")]
|
||||
[Tooltip("Check true in the last attack of your combo to reset the FSM attack triggers.")]
|
||||
public bool resetAttackTrigger;
|
||||
|
||||
private bool isActive;
|
||||
public bool debug;
|
||||
private vIAttackListener mFighter;
|
||||
private bool isAttacking;
|
||||
//private bool slowMoActive = false;
|
||||
public bool useAttackTimeScale = false;
|
||||
[Tooltip("Normalized time point to reset attack triggers if resetAttackTrigger is true.")]
|
||||
public float resetTriggerBeforeTime = 0.5f;
|
||||
public float attackTimeScale = 0.2f;
|
||||
public float attackTimeScaleStart = -1f;
|
||||
public float attackTimeScaleEnd = -1f;
|
||||
public float maxTargetDistance = 3f;
|
||||
public float maxTurnTowardDistance = 6f;
|
||||
|
||||
[Header("Slow Motion Settings")]
|
||||
[Tooltip("Enable slow motion effect during this attack based on conditions below.")]
|
||||
public bool useAttackTimeScale = false;
|
||||
[Tooltip("Distance within which the current auto-target must be for slow motion to consider activating. Analogous to slowMoActivationDistance in vMeleeAttackControl.")]
|
||||
public float maxTargetDistance = 3f; // This will be used as slowMoActivationDistance
|
||||
[Tooltip("Target health threshold below which slow motion might activate (if near).")]
|
||||
public float lowHealthTh = 10f;
|
||||
private bool m_hasScaledTime = false;
|
||||
|
||||
|
||||
public float degreeThreshold = 20;
|
||||
[Tooltip("Time scale to apply during slow motion.")]
|
||||
public float attackTimeScale = 0.2f;
|
||||
[Tooltip("Normalized time to start the slow motion window. If < 0, uses 'startDamage'.")]
|
||||
public float attackTimeScaleStart = -1f;
|
||||
[Tooltip("Normalized time to end the slow motion window. If < 0, uses 'endDamage'.")]
|
||||
public float attackTimeScaleEnd = -1f;
|
||||
|
||||
[Header("Rotation Settings")]
|
||||
[Tooltip("If true, the character will attempt to rotate towards the auto-target during this attack state.")]
|
||||
public bool rotatePlayerTowardsTarget;
|
||||
private bool m_isRotating;
|
||||
public float rotationSpeed = 30f;
|
||||
[Tooltip("The angle (in degrees from player's forward) within which the auto-target must be for rotation to engage. Analogous to rotationActivationAngle in vMeleeAttackControl.")]
|
||||
public float degreeThreshold = 20f; // This will be used as rotationActivationAngle
|
||||
// rotationSpeed field is now unused, AutoTargetting.playerRotationSpeed will be used.
|
||||
// maxTurnTowardDistance field is now unused.
|
||||
|
||||
[Header("Debug")]
|
||||
public bool debug;
|
||||
|
||||
// Private state variables
|
||||
private bool isActive; // Is damage window active
|
||||
private vIAttackListener mFighter;
|
||||
private bool isAttacking; // Is this attack state logic considered "attacking"
|
||||
private bool m_hasScaledTime; // Has slow motion been activated in this instance of the state
|
||||
private AutoTargetting _autoTargettingInstance;
|
||||
|
||||
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
mFighter = animator.GetComponent<vIAttackListener>();
|
||||
|
||||
if (Player.Instance != null)
|
||||
{
|
||||
_autoTargettingInstance = Player.Instance.AutoTarget;
|
||||
}
|
||||
|
||||
if (_autoTargettingInstance == null && debug)
|
||||
{
|
||||
Debug.LogWarning($"({damageType}) AutoTargetting instance not found via Player.Instance.AutoTarget on {animator.name}. Rotation and target-dependent slow-mo will be limited.");
|
||||
}
|
||||
|
||||
isAttacking = true;
|
||||
//slowMoActive = false;
|
||||
isActive = false;
|
||||
m_hasScaledTime = false;
|
||||
|
||||
if (mFighter != null)
|
||||
mFighter.OnEnableAttack();
|
||||
|
||||
if (debug)
|
||||
Debug.Log("Enter " + damageType);
|
||||
Debug.Log($"({damageType}) OnStateEnter: {animator.name}, Layer: {layerIndex}");
|
||||
|
||||
if (attackTimeScaleStart < 0f)
|
||||
{
|
||||
attackTimeScaleStart = startDamage;
|
||||
}
|
||||
|
||||
if (attackTimeScaleEnd < 0f)
|
||||
{
|
||||
attackTimeScaleEnd = endDamage;
|
||||
}
|
||||
}
|
||||
|
||||
private void LerpRotation()
|
||||
{
|
||||
if (!rotatePlayerTowardsTarget)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float minDist = maxTurnTowardDistance;
|
||||
var enemy = GetNearestEnemy(ref minDist);
|
||||
|
||||
if (!IsEnemyInAngleRange(enemy))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Transform playerTransform = Player.Instance.transform;
|
||||
var toEnemy = enemy.transform.position - playerTransform.position;
|
||||
toEnemy.y = 0f;
|
||||
toEnemy.Normalize();
|
||||
|
||||
Quaternion targetRot =
|
||||
Quaternion.LookRotation(toEnemy);
|
||||
|
||||
var rotation = playerTransform.rotation;
|
||||
rotation = Quaternion.RotateTowards(rotation, targetRot, Time.deltaTime * rotationSpeed);
|
||||
//rotation = Quaternion.Lerp(rotation, targetRot, Time.deltaTime * rotationSpeed);
|
||||
playerTransform.rotation = rotation;
|
||||
}
|
||||
private bool IsEnemyInAngleRange(vFSMBehaviourController ai)
|
||||
{
|
||||
if (ai == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector3 playerFwd = Player.Instance.transform.forward;
|
||||
Vector3 target = (ai.transform.forward - playerFwd).normalized;
|
||||
|
||||
float dot = Vector3.Dot(playerFwd, target );
|
||||
float angle = 180f - Mathf.Acos(dot) * Mathf.Rad2Deg;
|
||||
//Debug.Log("IsEnemyInAngleRange: angle: "+angle);
|
||||
|
||||
if (angle > degreeThreshold)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public float NearTargertHealth()
|
||||
{
|
||||
float health = -1f;
|
||||
if (Player.Instance.LockOn.currentTarget != null)
|
||||
{
|
||||
var aic = Player.Instance.LockOn.currentTarget.GetComponent<vControlAICombat>();
|
||||
if (aic != null)
|
||||
{
|
||||
health = aic.currentHealth;
|
||||
return health;
|
||||
}
|
||||
}
|
||||
|
||||
float minDist = Single.PositiveInfinity;
|
||||
|
||||
var ctrl = GetNearestEnemy(ref minDist);
|
||||
|
||||
if (minDist < maxTargetDistance)
|
||||
{
|
||||
health = ctrl.aiController.currentHealth;
|
||||
}
|
||||
|
||||
return health;
|
||||
}
|
||||
|
||||
private bool NearHealthLow()
|
||||
{
|
||||
float h = NearTargertHealth();
|
||||
return h > 0f && h < lowHealthTh;
|
||||
}
|
||||
|
||||
private vFSMBehaviourController GetNearestEnemy(ref float minDist)
|
||||
{
|
||||
var controllers = GameStateManager.Instance.GetActiveCombatcontrollers();
|
||||
Vector3 playerPos = Player.Instance.transform.position;
|
||||
vFSMBehaviourController ctrl = null;
|
||||
foreach (var aic in controllers)
|
||||
{
|
||||
var dist2 = aic.transform.position - Player.Instance.transform.position;
|
||||
dist2.y = 0f;
|
||||
if (dist2.magnitude < minDist)
|
||||
{
|
||||
ctrl = aic;
|
||||
minDist = dist2.magnitude;
|
||||
}
|
||||
}
|
||||
|
||||
return ctrl;
|
||||
}
|
||||
|
||||
public bool TargetNear()
|
||||
{
|
||||
var targets = Player.Instance.LockOn.GetNearbyTargets();
|
||||
if (targets.Count == 0)
|
||||
return false;
|
||||
else
|
||||
{
|
||||
var dist2 = targets[0].position - Player.Instance.transform.position;
|
||||
dist2.y = 0f;
|
||||
return dist2.magnitude < maxTargetDistance;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSlowMo(float normalizedTime)
|
||||
{
|
||||
if (!m_hasScaledTime)
|
||||
{
|
||||
if (normalizedTime >= attackTimeScaleStart && normalizedTime <= attackTimeScaleEnd)
|
||||
{
|
||||
if (TargetNear() && (useAttackTimeScale || NearHealthLow()))
|
||||
{
|
||||
TimeController.Instance.SetTimeScaleForSec(attackTimeScale, attackTimeScaleEnd - normalizedTime, true);
|
||||
//Time.timeScale = attackTimeScale;
|
||||
m_hasScaledTime = true;
|
||||
}
|
||||
}
|
||||
} else if (normalizedTime > attackTimeScaleEnd)
|
||||
{
|
||||
m_hasScaledTime = false;
|
||||
}
|
||||
if (attackTimeScaleStart < 0f) attackTimeScaleStart = startDamage;
|
||||
if (attackTimeScaleEnd < 0f) attackTimeScaleEnd = endDamage;
|
||||
}
|
||||
|
||||
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
if (Player.Instance.ActiveWeaponTrail)
|
||||
if (Player.Instance.ActiveWeaponTrail) // Existing weapon trail logic
|
||||
{
|
||||
Player.Instance.ActiveWeaponTrail.m_colorMultiplier = Color.white +Color.red * damageMultiplier;
|
||||
Player.Instance.ActiveWeaponTrail.m_colorMultiplier = Color.white + Color.red * damageMultiplier;
|
||||
}
|
||||
|
||||
float nTime = stateInfo.normalizedTime % 1;
|
||||
float currentNormalizedTime = stateInfo.normalizedTime % 1;
|
||||
if (currentNormalizedTime == 0 && stateInfo.normalizedTime > 0.5f) currentNormalizedTime = 1f;
|
||||
|
||||
LerpRotation();
|
||||
// --- ROTATION LOGIC ---
|
||||
AttemptRotationTowardsAutoTarget(animator);
|
||||
|
||||
if (nTime >= startDamage && nTime <= endDamage && !isActive)
|
||||
// --- SLOW MOTION LOGIC ---
|
||||
if (useAttackTimeScale)
|
||||
{
|
||||
if (debug)
|
||||
Debug.Log(animator.name + " attack " + damageType + " enable damage in " +
|
||||
System.Math.Round(stateInfo.normalizedTime % 1, 2));
|
||||
UpdateSlowMotion(animator, stateInfo, currentNormalizedTime);
|
||||
}
|
||||
|
||||
// --- DAMAGE WINDOW LOGIC ---
|
||||
if (!isActive && currentNormalizedTime >= startDamage && currentNormalizedTime <= endDamage)
|
||||
{
|
||||
if (debug) Debug.Log($"({damageType}) Enable Damage: normTime={currentNormalizedTime:F2} (Start:{startDamage:F2}, End:{endDamage:F2})");
|
||||
isActive = true;
|
||||
ActiveDamage(animator, true);
|
||||
/*
|
||||
if (TargetNear() && (useAttackTimeScale || NearHealthLow()))
|
||||
{
|
||||
TimeController.Instance.SetTimeScaleForSec(attackTimeScale, endDamage - nTime);
|
||||
//Time.timeScale = attackTimeScale;
|
||||
m_hasScaledTime = true;
|
||||
}
|
||||
*/
|
||||
}
|
||||
else if (nTime > endDamage && isActive)
|
||||
else if (isActive && currentNormalizedTime > endDamage)
|
||||
{
|
||||
if (debug)
|
||||
Debug.Log(animator.name + " attack " + damageType + " disable damage in " +
|
||||
System.Math.Round(stateInfo.normalizedTime % 1, 2));
|
||||
if (debug) Debug.Log($"({damageType}) Disable Damage: normTime={currentNormalizedTime:F2} > {endDamage:F2}");
|
||||
isActive = false;
|
||||
ActiveDamage(animator, false);
|
||||
if (m_hasScaledTime)
|
||||
// Note: Original bMeleeAttackControl reset m_hasScaledTime here.
|
||||
// vMeleeAttackControl resets it if currentNormalizedTime > attackTimeScaleEnd.
|
||||
// TimeController handles restoring time, so m_hasScaledTime is more about preventing re-triggering within one state.
|
||||
// It's reset in UpdateSlowMotion or OnStateExit.
|
||||
}
|
||||
|
||||
// --- ATTACK STATE AND TRIGGER RESET LOGIC ---
|
||||
if (isAttacking)
|
||||
{
|
||||
if (currentNormalizedTime > endDamage)
|
||||
{
|
||||
//Time.timeScale = 1f;
|
||||
m_hasScaledTime = false;
|
||||
if (mFighter != null) mFighter.OnDisableAttack();
|
||||
isAttacking = false;
|
||||
if (debug) Debug.Log($"({damageType}) OnDisableAttack called: normTime={currentNormalizedTime:F2}");
|
||||
}
|
||||
// Original bMelee had: "if (nTime > .1f && nTime < resetTriggerBeforeTime && isAttacking)"
|
||||
// vMelee has: "else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime)"
|
||||
// Adopting vMelee's more standard approach for early reset:
|
||||
else if (resetAttackTrigger && currentNormalizedTime >= resetTriggerBeforeTime)
|
||||
{
|
||||
if (mFighter != null) mFighter.ResetAttackTriggers();
|
||||
if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called: normTime={currentNormalizedTime:F2}");
|
||||
// To prevent multiple calls, ideally ResetAttackTriggers is idempotent or use a flag.
|
||||
// For now, matching vMelee's potential for multiple calls if time hovers.
|
||||
}
|
||||
}
|
||||
|
||||
if (nTime > endDamage && isAttacking)
|
||||
{
|
||||
isAttacking = false;
|
||||
if (mFighter != null)
|
||||
mFighter.OnDisableAttack();
|
||||
}
|
||||
|
||||
if (nTime > .1f && nTime < resetTriggerBeforeTime && isAttacking)
|
||||
{
|
||||
if (mFighter != null)
|
||||
mFighter.ResetAttackTriggers();
|
||||
}
|
||||
|
||||
//if (stateInfo.normalizedTime % 1 > allowRotationAt && isAttacking)
|
||||
//{
|
||||
// isAttacking = false;
|
||||
// if (mFighter != null)
|
||||
// mFighter.OnDisableAttack();
|
||||
//}
|
||||
UpdateSlowMo(nTime);
|
||||
}
|
||||
|
||||
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
if (debug)
|
||||
Debug.Log("Exit " + damageType);
|
||||
if (debug) Debug.Log($"({damageType}) OnStateExit: {animator.name}");
|
||||
|
||||
if (isActive)
|
||||
{
|
||||
isActive = false;
|
||||
ActiveDamage(animator, false);
|
||||
if (debug) Debug.Log($"({damageType}) Damage disabled on StateExit.");
|
||||
}
|
||||
|
||||
if (isAttacking)
|
||||
if (isAttacking && mFighter != null)
|
||||
{
|
||||
isAttacking = false;
|
||||
if (mFighter != null)
|
||||
mFighter.OnDisableAttack();
|
||||
mFighter.OnDisableAttack();
|
||||
if (debug) Debug.Log($"({damageType}) OnDisableAttack called on StateExit (fallback).");
|
||||
}
|
||||
isAttacking = false;
|
||||
|
||||
m_hasScaledTime = false; // Reset slow motion flag
|
||||
|
||||
if (mFighter != null && resetAttackTrigger) // Final reset if configured
|
||||
{
|
||||
mFighter.ResetAttackTriggers();
|
||||
if (debug) Debug.Log($"({damageType}) ResetAttackTriggers called on StateExit due to resetAttackTrigger flag.");
|
||||
}
|
||||
}
|
||||
|
||||
private void AttemptRotationTowardsAutoTarget(Animator animator)
|
||||
{
|
||||
if (!rotatePlayerTowardsTarget || _autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (mFighter != null && resetAttackTrigger)
|
||||
mFighter.ResetAttackTriggers();
|
||||
// Using bMeleeAttackControl's degreeThreshold as the activation angle
|
||||
if (_autoTargettingInstance.IsTargetInAngle(animator.transform, _autoTargettingInstance.CurrentTarget, degreeThreshold))
|
||||
{
|
||||
// AutoTargetting.playerRotationSpeed will be used internally by this call
|
||||
_autoTargettingInstance.ExecuteRotationTowardsCurrentTarget(Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
if (debug) Debug.Log(animator.name + " attack " + damageType + " stateExit");
|
||||
private void UpdateSlowMotion(Animator animator, AnimatorStateInfo stateInfo, float currentNormalizedTime)
|
||||
{
|
||||
// This method is called only if useAttackTimeScale (field) is true.
|
||||
if (_autoTargettingInstance == null || TimeController.Instance == null) return;
|
||||
|
||||
if (!m_hasScaledTime)
|
||||
{
|
||||
if (currentNormalizedTime >= attackTimeScaleStart && currentNormalizedTime <= attackTimeScaleEnd)
|
||||
{
|
||||
bool triggerSlowMo = false;
|
||||
if (_autoTargettingInstance.CurrentTarget != null)
|
||||
{
|
||||
// Use bMeleeAttackControl's maxTargetDistance as the activation distance
|
||||
float distSqr = (_autoTargettingInstance.CurrentTarget.transform.position - animator.transform.position).sqrMagnitude;
|
||||
bool targetNear = distSqr <= maxTargetDistance * maxTargetDistance;
|
||||
|
||||
if (targetNear)
|
||||
{
|
||||
// Mimicking vMeleeAttackControl's effective logic:
|
||||
// If useAttackTimeScale (field) is true (which it is to get here) and target is near, then trigger.
|
||||
// The lowHealthTh can act as an additional, prioritized condition if desired,
|
||||
// but with current structure, `this.useAttackTimeScale` being true makes the second part of OR true.
|
||||
float currentTargetHealth = _autoTargettingInstance.GetCurrentTargetHealth();
|
||||
bool targetHealthLow = currentTargetHealth > 0f && currentTargetHealth < lowHealthTh;
|
||||
|
||||
if (targetHealthLow) // Prioritize if health is low and near
|
||||
{
|
||||
triggerSlowMo = true;
|
||||
}
|
||||
// else if (this.useAttackTimeScale) // This refers to the field, which is true if we are in this function.
|
||||
// So if target is Near, this path will be taken if not already low health.
|
||||
// Simplified: if targetNear, triggerSlowMo = true because this.useAttackTimeScale is already true.
|
||||
// The following `else if` is essentially `else if (true)`
|
||||
else
|
||||
{
|
||||
triggerSlowMo = true; // General case: near and useAttackTimeScale is on
|
||||
}
|
||||
}
|
||||
}
|
||||
// else: No current target, so no target-dependent slow motion.
|
||||
|
||||
if (triggerSlowMo)
|
||||
{
|
||||
// Use vMeleeAttackControl's duration calculation for SetTimeScaleForSec
|
||||
float slowMoEffectDuration = (attackTimeScaleEnd - currentNormalizedTime) * stateInfo.length;
|
||||
if (slowMoEffectDuration > 0.01f) // Ensure a meaningful duration
|
||||
{
|
||||
// The 'true' for forceUnique in bMelee's original TimeController call.
|
||||
// Assuming TimeController.Instance.SetTimeScaleForSec now handles this or has an overload.
|
||||
// If SetTimeScaleForSec(scale, duration, bool forceUnique) exists:
|
||||
// TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration, true);
|
||||
// If not, use the existing TimeController method. For now, assuming vMelee's version:
|
||||
TimeController.Instance.SetTimeScaleForSec(attackTimeScale, slowMoEffectDuration);
|
||||
if (debug) Debug.Log($"({damageType}) Slow-mo ACTIVATED. Target: {_autoTargettingInstance.CurrentTarget?.name ?? "N/A"}. Duration: {slowMoEffectDuration:F2}s. NormTime: {currentNormalizedTime:F2}");
|
||||
}
|
||||
else if (debug) Debug.Log($"({damageType}) Slow-mo trigger met, but calculated duration too short ({slowMoEffectDuration:F2}s). NormTime: {currentNormalizedTime:F2}");
|
||||
|
||||
m_hasScaledTime = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (currentNormalizedTime > attackTimeScaleEnd && m_hasScaledTime) // If slow-mo was active and window has passed
|
||||
{
|
||||
m_hasScaledTime = false;
|
||||
if (debug) Debug.Log($"({damageType}) Slow-mo window ended (normTime={currentNormalizedTime:F2}). m_hasScaledTime reset.");
|
||||
// TimeController.Instance is responsible for restoring time scale.
|
||||
}
|
||||
}
|
||||
|
||||
void ActiveDamage(Animator animator, bool value)
|
||||
{
|
||||
var meleeManager = animator.GetComponent<vMeleeManager>();
|
||||
if (meleeManager)
|
||||
{
|
||||
meleeManager.SetActiveAttack(bodyParts, meleeAttackType, value, damageMultiplier, recoilID, reactionID,
|
||||
ignoreDefense, activeRagdoll, senselessTime, damageType);
|
||||
}
|
||||
else if(debug)
|
||||
{
|
||||
Debug.LogWarning($"({damageType}) vMeleeManager not found on {animator.name}. Cannot activate/deactivate damage.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user