private void AttackManeuver() { // Charge towards target until you're close if (Vector3.Distance(transform.position, _target.position) > 30) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(_target.position - transform.position), rotationDamping * 2f); weaponController.Fire(); rb.AddForce(transform.forward * moveSpeed); } // Switch back to evade else { attackRunWait = Random.Range(5f, 15f); attackRunTimer = 0; _attackInitialized = false; } }