::Thanks Sanket Pise for the suggestion.
For implementing the parry mechanic for normal enemies, they will need appropriate animations if any, and use similar code as the boss that we already have. It can be accomplished by copy-pasting, then tweaking some parts of the Parry()
code of the boss for the enemy.
For the deflect-parry, it should theoretically be simple to implement, and we will see if we can make another episode on more enemy types or attacks in the future.
If we apply HitStopTime()
, an audio clip, and particles, it should functionally act the same as us getting damaged, without the loss of health, when we hit with only blades. We can detect the Boss’ attack through comparing tags or names if we want to.