Closed sdiaz7 closed 7 years ago
As provided by @Nerucius , this line of code might be useful for implementing attack animation:
GetComponent<Animator>().SetTrigger("atack");
Status report Due to the latest developments of 'EnemyBehavior` all that is left of this issue is trigger the animation when atacking and triggering back walking when done attacking.
Since I am working on enemy scripts and prefabs, I am going to fix enemies not looking to the target when spawned.
Attack animation is now displayed once the enemy starts attacking. Oddly, the animation coexists with the walking one through the attack. I am currently investigating why this is happening.
To ensure that animator stays in a state of animation for an undefined period of time, the controller's transitions have to look something like this:
Pull request opened for review: #191
Pull request accepted and merged into DEV. Issue closed and moved to DONE.
Integrate attack animations into the new Enemy Behaviour.
Definition of DONE:
This issue condensates and redefines tasks placed at #165 , #66 and #67 . Assignees moved to this new issue.
Branch: dev_Issue181
Time estimated: 2 hours