Animation tweaks and enemy tag
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@ -254,12 +254,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 1fdfc885f1a69704b893825cf9e616ba, type: 3}
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m_Script: {fileID: 11500000, guid: 1fdfc885f1a69704b893825cf9e616ba, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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<<<<<<< Updated upstream
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maxHealth: 100
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maxHealth: 100
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damageTickDelay: 1
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damageTickDelay: 1
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=======
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maxHealth: 1
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>>>>>>> Stashed changes
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OnHealthZero:
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OnHealthZero:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls: []
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m_Calls: []
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@ -17,15 +17,10 @@ public class EnemyAnimationHandler : MonoBehaviour
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}
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}
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void EnemyDie()
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void EnemyDie()
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{
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{
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<<<<<<< Updated upstream
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GetComponent<Collider2D>().enabled = false;
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GetComponent<Collider2D>().enabled = false;
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GetComponent<NavMeshAgent>().enabled = false;
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GetComponent<NavMeshAgent>().enabled = false;
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StartCoroutine(AnimationDie());
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StartCoroutine(AnimationDie());
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=======
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if (!isDying)
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StartCoroutine(AnimationDie());
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>>>>>>> Stashed changes
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}
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}
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IEnumerator AnimationDie()
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IEnumerator AnimationDie()
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