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m_Speed: 1 + m_Speed: 0.3 m_CycleOffset: 0 - m_Transitions: [] + m_Transitions: + - {fileID: 2760998180230555083} m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 @@ -60,9 +84,10 @@ AnimatorState: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: IdleUp - m_Speed: 1 + m_Speed: 0.3 m_CycleOffset: 0 - m_Transitions: [] + m_Transitions: + - {fileID: 3601434926188808396} m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 @@ -78,6 +103,28 @@ AnimatorState: m_MirrorParameter: m_CycleOffsetParameter: m_TimeParameter: +--- !u!1101 &-5428906364911898760 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 5438449565649188236} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.25 + m_TransitionOffset: 0 + m_ExitTime: 0 + m_HasExitTime: 1 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!1102 &-4922393475353752124 AnimatorState: serializedVersion: 6 @@ -86,7 +133,7 @@ AnimatorState: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Attack1Up - 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ChangeState(AttackState.None); + ChangeState(AttackState.KineticSurgeRelease); AttackAnimator.MeleeResetKineticCharge(); AttackAnimator.MeleeKineticSurge(); AnimationToPlay = "Attack1"; TextPopUp.SpawnFloatingText("KineticSurge", Color.red, 3); - Player.SkillInUse = false; + //Player.SkillInUse = false; Player.MoveSpeed = PlayerOriginalSpeed; } @@ -121,18 +121,18 @@ public class MeleeFighterClass : ClassBase { else if (Player.IsJumping) ChangeState(AttackState.Shockwave, 0, 1.5f); else - ChangeState(AttackState.BasicAttack1, 0.25f); + ChangeState(AttackState.BasicAttack1, 0.35f); break; case AttackState.BasicAttack1: - ChangeState(AttackState.BasicAttack2, 0.25f); + ChangeState(AttackState.BasicAttack2, 0.35f); break; case AttackState.BasicAttack2: - ChangeState(AttackState.BasicAttack3, 0.25f); + ChangeState(AttackState.BasicAttack3, 0.15f); break; } } @@ -173,7 +173,7 @@ public class MeleeFighterClass : ClassBase { AttackState state, float decreasedSpeed = 0.2f, float resetTime = 0.3f, - float cooldown = 0.1f) { + float cooldown = 0.05f) { if (TimeElapsed < Cooldown) return; CurrentState = state;