This devlog is on the shorter side, but I finally fixed something that I’ve been meaning to fix for a while.
Sometimes when spamming the attack button, the code running the attack logic got desynced from the visual animations, causing weird situations where the animation wouldn’t play for a few seconds, or would transition to the next state way too quickly.
I was scared it would take hours to debug this problem, but it turned out to be super simple. I fixed it by simply making sure the animation’s exit time in the unity animator exactly matches the cooldown window defined in the code.
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