void Update() { if (DistanceToPlayer() <= attackDistance) { if (!isAttacking) { //navi.isStopped = true; NEEDS TO BE HANDLED isAttacking = true; fight.Attack(); } } else { if (navi.enabled && !player.GetComponent <Status>().isDown) { navi.destination = player.transform.position; } anim.SetFloat("forwardSpeed", transform.InverseTransformDirection(navi.velocity).z); } if (player.GetComponent <Status>().gameOver) { navi.enabled = false; } else { //navi.enabled = true; } if (isAttacking) { leftHandTrigger.enabled = true; rightHandTrigger.enabled = true; } else { leftHandTrigger.enabled = false; rightHandTrigger.enabled = false; } if (!status.isAlive) { navi.enabled = false; } }