Adds knight on horse and its animations #8

Merged
Garutako merged 16 commits from art/knightOnHorse into main 2025-07-14 22:58:23 +00:00
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@ -50,7 +50,7 @@ public class KnightOnHorse : Ally
_detectionScript = _detection.GetComponent<Detection>(); _detectionScript = _detection.GetComponent<Detection>();
// keep originals to go back to them eventually // keep originals to go back to them eventually
_originalAttackDamage = _chargeAttackDamage; _originalAttackDamage = AttackDamage;
_originalPos = transform.position; _originalPos = transform.position;
// makes sure the entity charges on creation // makes sure the entity charges on creation
@ -59,6 +59,7 @@ public class KnightOnHorse : Ally
public override void Update() public override void Update()
{ {
Debug.Log(AttackDamage);
// fade if charge done // fade if charge done
if (_isFading) if (_isFading)
{ {
@ -69,6 +70,8 @@ public class KnightOnHorse : Ally
// check if charge is ready // check if charge is ready
if (_timeSinceLastCharge > _chargeCooldown && !_isCharging) if (_timeSinceLastCharge > _chargeCooldown && !_isCharging)
{ {
AttackDamage = _chargeAttackDamage;
SweepAttack(); SweepAttack();
_isCharging = true; _isCharging = true;
@ -105,6 +108,9 @@ public class KnightOnHorse : Ally
Enemy = null; Enemy = null;
_chargeDetection.SetActive(false); _chargeDetection.SetActive(false);
// attack damage
AttackDamage = _originalAttackDamage;
// start fading // start fading
_isFading = true; _isFading = true;
} }
@ -133,7 +139,6 @@ public class KnightOnHorse : Ally
//Attack Cooldown //Attack Cooldown
if (AttackSpeedWait > AttackInterval) if (AttackSpeedWait > AttackInterval)
{ {
AttackDamage = _originalAttackDamage;
Animation.PlayAttackAnim(); Animation.PlayAttackAnim();
AttackSpeedWait = 0f; AttackSpeedWait = 0f;
@ -144,8 +149,6 @@ public class KnightOnHorse : Ally
private void AttackEnemyRiding() private void AttackEnemyRiding()
{ {
AttackDamage = _chargeAttackDamage;
// call root attack cause no specific animation // call root attack cause no specific animation
_rootScript.Attack(); _rootScript.Attack();
_opponentsHit.Add(Enemy); _opponentsHit.Add(Enemy);