void FixedUpdate() { attackDelay -= Time.fixedDeltaTime; if (target == null) { foreach (PlayerMain player in battleGameScene.players) { if (player.team != playerMain.team) { target = player; break; } } } else { float distance = Vector3.Distance(target.transform.position, transform.position); if (distance >= defAttackDistance) { playerMain.LookAt(target.transform.position); playerMain.Advance(); } else { playerMain.Stop(); if (attackDelay <= 0) { playerMain.Attack(target.transform.position); attackDelay = defAttackDelay; } } } }