void Update() { if (m_player != null && m_triggerableAI.Active()) { m_movement.MoveToPlayer(); } }
// Update is called once per frame void Update() { if (m_player != null && m_triggerableAI.Active()) { if (m_move) { Vector2 playerPositionOffset = transform.position - m_player.transform.position; if (playerPositionOffset.magnitude > m_combatRange) { m_movement.MoveToPlayer(); } } if (m_attackSpeed > 0) { m_attackCooldown += Time.deltaTime; float attackRate = (1 / m_attackSpeed); if (m_attackCooldown > attackRate) { Attack(); m_attackCooldown -= attackRate + Random.value * m_attackSpeedRand; } } } }