//Update is called once per frame void Update() { //Only checks activation if deactive, it will keep trying to chase the player forever. if (!isActive) { isActive = ControllerMob.ActivationCheck(gameObject); } else { //Updates movement if Skitter returns true, enabling the bursts of skittering movement. UpdateMovement(UpdateSkitter()); } }
//Update is divided into private methods //Most methods depend on current pause state. void Update() { //Checks for activation each tick (So that it does not keep spawning deactivated enemies when the player walks away) isActive = ControllerMob.ActivationCheck(gameObject); UpdateIsolation(); if ((isActive) && (!ControllerGame.IsPaused)) { if (isIsolated == false) { UpdateRotation(); UpdateSpawn(); } } }