Hello.
I have been trying to find a solution to this problem for a little while.
I have this sprite animation that I am running.
if (canSpecialAttack == true ){
animator.SetTrigger("GeishaSpecial");
specialAttack();
This is basically whats supposed to happen.
But the animation uses about 1.3 sec, and I want the attack to happen at the end of the animation. (due to knockback, health decrease to player etc)
But I dont seem to find a reliable way to actually make the attack function to happen at the end of the animation.
The knockback and so on happens at the very beginning of the animation (in this case, it should ofc).
I have been trying to use the:
Yield Waitforseconds (1.3);
Yield(1.3);
And so on… but that just bugs out the whole AI script for some reason…(the opponent will not move and such).
Any idea of how to actually finish the animation, then use the SpecialAttack() function?