diff --git a/Assets/_Scripts/Core/Player/PlayerInputController.cs b/Assets/_Scripts/Core/Player/PlayerInputController.cs index 7c90c499c2827072c00c2f00286b5772bf82d60b..2f60e5cac0bbaec3757d150cfe1d6f5b8693c125 100644 --- a/Assets/_Scripts/Core/Player/PlayerInputController.cs +++ b/Assets/_Scripts/Core/Player/PlayerInputController.cs @@ -10,7 +10,6 @@ public class PlayerInputController public float movementInputZ; public float movementInputScroll; public bool movementInputJump; - public float attackWindow = 0f; protected Coroutine attackWindowCoroutine; // Events @@ -141,7 +140,7 @@ public class PlayerInputController { player.StopCoroutine(attackWindowCoroutine); } - attackWindowCoroutine = player.StartCoroutine(HandleAttackWindow(player.Weapon.data.attackInterval + attackWindow)); + attackWindowCoroutine = player.StartCoroutine(HandleAttackWindow(player.Weapon.data.attackInterval)); player.animationController.AnimateAttack(player.Weapon.attackType); yield return new WaitForSeconds(delay); @@ -161,7 +160,7 @@ public class PlayerInputController { player.StopCoroutine(attackWindowCoroutine); } - attackWindowCoroutine = player.StartCoroutine(HandleAttackWindow(player.Weapon.data.alternateAttackInterval + attackWindow)); + attackWindowCoroutine = player.StartCoroutine(HandleAttackWindow(player.Weapon.data.alternateAttackInterval)); player.animationController.AnimateAttack(player.Weapon.alternateAttackType); yield return new WaitForSeconds(delay);