void ManageSensors() { AIMovement.Sensor sensor = aiMovement.CheckSensors(sensorLength); switch (sensor) { case AIMovement.Sensor.Front: SetAxis(randomDirection, AxisType.SensorResponse, Axis.X); SetAxis(0, AxisType.SensorResponse, Axis.Y); break; case AIMovement.Sensor.FrontRight: SetAxis(-0.5f, AxisType.SensorResponse, Axis.X); axisYOverriden = false; break; case AIMovement.Sensor.FrontLeft: SetAxis(0.5f, AxisType.SensorResponse, Axis.X); axisYOverriden = false; break; case AIMovement.Sensor.Left: if (axisX < 0) { SetAxis(0, AxisType.SensorResponse, Axis.X); StopAxis(AxisType.SensorResponse, Axis.Y); } else { StopAxis(AxisType.SensorResponse, Axis.X); StopAxis(AxisType.SensorResponse, Axis.Y); } break; case AIMovement.Sensor.Right: if (axisX > 0) { SetAxis(0, AxisType.SensorResponse, Axis.X); StopAxis(AxisType.SensorResponse, Axis.Y); } else { StopAxis(AxisType.SensorResponse, Axis.X); StopAxis(AxisType.SensorResponse, Axis.Y); } break; default: float num = Mathf.RoundToInt(UnityEngine.Random.Range(0, 2)); if (num == 0) { num = -1; } randomDirection = num; StopAxis(AxisType.SensorResponse, Axis.X); StopAxis(AxisType.SensorResponse, Axis.Y); break; } SelectMovementManagement(); }