// Update is called once per frame void Update() { if (enemyFlag) { frameCount += 1f; if (frameCount > targetFrame && enemyFlag) { anim.Play(act.GetName(), 0); enemyFlag = false; } } }
void OnTriggerEnter(Collider collider) { if (collider.gameObject.tag == "Enemy") { float[,] enemyArea = EnemyArea(collider.gameObject.transform.position.x, collider.gameObject.transform.position.y, 3f, 0.5f); float[] disList = new float[actions.Count]; int i = 0; foreach (ActPosition1 a in actions) { disList[i] = a.AreaChecker(enemyArea); i++; } act = actions[maxIndex(disList)]; enemyFlag = true; Demo1enemy enemy = collider.gameObject.GetComponent <Demo1enemy>(); Debug.Log(enemy.speed); float enemyFrame = (collider.gameObject.transform.position.z - 0.15f - this.gameObject.transform.position.z) / enemy.speed; targetFrame = enemyFrame - act.GetFrame(); Debug.Log(act.GetName()); Debug.Log(act.GetFrame()); act.DebugSphere(); } }