Hey folks, I’m trying to add in flinching to my project. For example, you do a slow attack and an enemy does a fast attack. The fast attack hits you and cancels your slow attack.
However, I can’t seem to get the transitions right. Currently I’m testing by automatically cancelling an attack as soon as it happens. I have a transition back to the idle state, ‘Has exit time’ false, so it should automatically go back to the idle state. However, the animation event is still executing the onAttackHit functions.
This would mean that even if I cancel the animation properly, it will still do damage, even if the animation never showed your character hitting.
What am I missing?