SimpleIncremental
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Attack Speed is artificially capped for enemies.
There is a minimum reloadTime before the enemy will never be able to throw projectiles (due to the animation restarting), or the animation speed will override the reloadTime.
Possible solution: Change AttackRanged to a bool, and inversely relate reloadTime with animation speed. (More convoluted, but might look prettier)
Other posible solution, Erik's suggested solution: Do not trigger projectile throwing from the animation. The first frame of the animation should match the projectile leaving the character's hands. (i.e. remove the wind-up from the animation)
Related to #36