private void Update() { if(curEnemy != null) { EnemyAImain enemyAI = curEnemy.GetComponent<EnemyAImain>(); if(enemyAI.getState() == 2 && curEnemy.position.z < Player.transform.position.z) { endlrd.createdTransitionbackward = true; } } }
private void Update() { if (curEnemy != null && Player != null) { EnemyAImain enemyAI = curEnemy.GetComponent <EnemyAImain>(); if (enemyAI.getState() == 2 && curEnemy.position.z < Player.transform.position.z) { endlrd.createdTransitionbackward = true; } } if (Player == null) { deathTimer -= Time.deltaTime; if (deathTimer < 0) { SceneManager.LoadScene(0); } } }