using System.Collections;
using UnityEngine;
public class Player_Unarmed : PlayerWeapon
{
public override void Attack()
{
base.Attack();
r_owner.SetPlayerImmobile(true);
r_owner.r_animator.SetInteger("Weapon Animation ID", Random.Range(0, 4));
r_owner.r_animator.SetTrigger("Attack");
}
public override void SetIsAttacking(bool attacking)
{
base.SetIsAttacking(attacking);
if (!attacking)
{
r_owner.SetPlayerImmobile(false);
}
}
public override void SecondaryHeld()
{
//throw new System.NotImplementedException();
}
public override void SecondaryReleased()
{
//throw new System.NotImplementedException();
}
public override void Reload() { }
private IEnumerator TimeAttack(float duration)
{
m_isAttacking = true;
float timer = 0f;
while (timer < duration)
{
timer += Time.deltaTime;
yield return null;
}
m_isAttacking = false;
}
}