update 1.2.5
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@@ -449,6 +449,7 @@ namespace EmeraldAI
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public void PlayAttackAnimation ()
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{
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if (!EmeraldComponent.CombatComponent.CurrentAttackData.CooldownIgnored) EmeraldComponent.CombatComponent.CurrentAttackData.CooldownTimeStamp = Time.time;
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if (!EmeraldComponent.CombatComponent.CurrentAttackData.AbilityObject.CooldownSettings.Enabled) EmeraldComponent.CombatComponent.CurrentAttackData.CooldownTimeStamp = 0; //Set cooldown values that are disabled to 0
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AIAnimator.SetInteger("Attack Index", EmeraldComponent.CombatComponent.CurrentAnimationIndex + 1);
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AIAnimator.SetTrigger("Attack");
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@@ -832,6 +832,12 @@ namespace EmeraldAI
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/// </summary>
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public void MovementUpdate ()
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{
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if (m_NavMeshAgent.isOnOffMeshLink)
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{
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m_NavMeshAgent.speed = 1f;
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return;
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}
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CanReachTarget = CanReachTargetInternal();
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AIAgentActive = m_NavMeshAgent.enabled;
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@@ -952,7 +958,6 @@ namespace EmeraldAI
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/// </summary>
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public void StopBackingUp()
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{
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if (BackupCoroutine != null) StopCoroutine(BackupCoroutine);
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EmeraldComponent.AIAnimator.SetBool("Walk Backwards", false);
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EmeraldComponent.m_NavMeshAgent.stoppingDistance = EmeraldComponent.CombatComponent.AttackDistance;
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BackingUpTimer = 0;
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@@ -973,7 +978,7 @@ namespace EmeraldAI
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{
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BackupTimer = 0;
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if (m_NavMeshAgent.remainingDistance <= EmeraldComponent.CombatComponent.TooCloseDistance && !DefaultMovementPaused)
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if (EmeraldComponent.CombatComponent.DistanceFromTarget <= EmeraldComponent.CombatComponent.TooCloseDistance && !DefaultMovementPaused)
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{
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if (DestinationAdjustedAngle <= 90 && !AIAnimator.GetBool("Blocking"))
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{
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