// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (Vector2.Distance(playerPos.position, animator.transform.position) >= searchRadius) { animator.SetBool("isWalking", false); } if (Time.time > nextShootTime) { eb.Shoot(); nextShootTime = Time.time + (1f / shootRate); } animator.transform.position = Vector2.MoveTowards(animator.transform.position, playerPos.position, followSpeed * Time.deltaTime); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animator.transform.position.y <= flightHeight) { animator.transform.position = new Vector2(animator.transform.position.x, animator.transform.position.y + ascendingSpeed * Time.deltaTime); } else { animator.transform.position = new Vector2(Vector2.MoveTowards(animator.transform.position, playerPos.transform.position, flighSpeed * Time.deltaTime).x, animator.transform.position.y); } if (Time.time > nextShootTime) { eb.Shoot(); nextShootTime = Time.time + (1f / shootRate); } }