public void Update() { if (moving && Vector2.Distance(rt.anchoredPosition, location.rt.anchoredPosition) > 0.1) { rt.anchoredPosition = Vector2.SmoothDamp(rt.anchoredPosition, location.rt.anchoredPosition, ref velocity, moveTime); } else if (moving) { if (isPlayer) { location.OnRoomEnter(); } moving = false; //DisplayIntent(); } else if (!checkCombat && map.CanMove) { map.CheckForCombat(location, this); checkCombat = true; } }