// Update is called once per frame void LateUpdate() { // TODO: Haven't found a solution for it, but this can maybe be more optimized // Check if vehicle is still on-route if (!_startedPathFinding || !NavigationUtil.PathComplete(_agent)) { return; } // We are not marked to destroy, so we're driving back to were we came from _startedPathFinding = false; _drivingBack = !_drivingBack; StartPathFinding(false); }
// Update is called once per frame void Update() { // Check if we have a target and if we are actually at the target if (HasTarget && NavigationUtil.PathComplete(_agent)) { if (!_rotating && Target != null) { _agent.isStopped = true; // We stopped rotating so we are ready to fire if (IsFiringEnabled) { Fire(); } else { RemoveTarget(); } } } }