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Attack Speed is artificially capped for enemies. #37

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ErikOverflow opened this issue Apr 8, 2019 · 1 comment
Open

Attack Speed is artificially capped for enemies. #37

ErikOverflow opened this issue Apr 8, 2019 · 1 comment
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bug Something isn't working intermediate issue This will require some Unity expertise to accomplish

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@ErikOverflow
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There is a minimum reloadTime before the enemy will never be able to throw projectiles (due to the animation restarting), or the animation speed will override the reloadTime.

Possible solution: Change AttackRanged to a bool, and inversely relate reloadTime with animation speed. (More convoluted, but might look prettier)

Other posible solution, Erik's suggested solution: Do not trigger projectile throwing from the animation. The first frame of the animation should match the projectile leaving the character's hands. (i.e. remove the wind-up from the animation)

@ErikOverflow ErikOverflow added bug Something isn't working intermediate issue This will require some Unity expertise to accomplish labels Apr 9, 2019
@ErikOverflow
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ErikOverflow commented Apr 10, 2019

Related to #36

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