protected override void OnUpdateEntity() { if (canupdate) { EffectUpdate(); if (!combat && entityTarget == null) { if (Vector3.Distance(Main.instance.GetChar().transform.position, transform.position) <= combatDistance) { director.AddAwake(this); combat = true; } } if (sm != null) { sm.Update(); } if (cooldown) { if (timercooldown < recallTime) { timercooldown = timercooldown + 1 * Time.deltaTime; } else { cooldown = false; timercooldown = 0; } } } }
protected override void OnUpdateEntity() { stateMachine.Update(); ChildrensUpdates(); charAttack.Refresh(); }