void Step() { hit = false; if (s.output[layer]) { if (!cured) { if (anim) { anim.SetTrigger("Walk"); } } float disToTarget = Vector3.Distance(transform.position, target.position); if (disToTarget <= moveDistance) { s.playing = false; target.GetComponent <Animator>().SetBool("Carried", true); s.GameOver(); } moveTarget.position = (transform.position + (target.position - transform.position).normalized * ((disToTarget < moveDistance) ? disToTarget : moveDistance)); } }