private void Update() { if (combatBehaviour.targetAcquired) { turretRotation.SetIdle(false); var currentTarget = combatBehaviour.target; var distance = (transform.position - currentTarget.position).magnitude; if (distance <= combatBehaviour.combatStats.range) { turretRotation.SetAimpoint(currentTarget.position); if (turretRotation.IsLineOfSight() && !isLaunching) { StartCoroutine(launchMissile()); } } } else { turretRotation.SetIdle(true); } }
private void Update() { if (combatBehaviour.targetAcquired) { turretRotation.SetIdle(false); var currentTarget = combatBehaviour.target; var distance = (transform.position - currentTarget.position).magnitude; if (distance <= combatStat.range) { turretRotation.SetAimpoint(currentTarget.position); if (turretRotation.IsLineOfSight() && !isFiring && combatBehaviour.isAttacking) { StartCoroutine(FireBullets()); } } } else { turretRotation.SetIdle(true); } }