added enemy dead animation
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@@ -14,13 +14,14 @@ namespace Darkmatter.Presentation
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[Header("Weapon Data")]
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public float fireRate = 0.1f;
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public override int AmmoCount { get; protected set; } = 40;
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[SerializeField] private int ammoCount = 40;
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private float lastUsedTime;
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public GameObject BulletHole;
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public override string WeaponName => "Rifel";
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public override int AmmoCount { get => this.ammoCount; set => ammoCount = value; }
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public override bool canAttack => Time.time >= lastUsedTime + fireRate && AmmoCount > 0;
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public override bool canAttack => Time.time >= lastUsedTime + fireRate && ammoCount > 0;
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[Inject] private ITargetProvider targetProvider;
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private RaycastHit hitPoint => targetProvider.hitPoint;
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@@ -30,7 +31,7 @@ namespace Darkmatter.Presentation
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public override void Attack()
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{
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lastUsedTime = Time.time;
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AmmoCount--;
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ammoCount--;
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PlayMuzzleFlash();
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if (hitPoint.transform != null) PlayBulletHitEffectParticle();
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@@ -61,7 +62,7 @@ namespace Darkmatter.Presentation
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public override void Reload()
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{
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base.Reload();
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AmmoCount = 40;
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ammoCount = maxAmmoCount;
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}
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private void PlayMuzzleFlash()
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