// Update is called once per frame void Update() { if (!player.clear) { cooldown(); checkFacing(); checkTurn(); eMoveState = ElementalMoveState.Idle; eActionState = ElementalActionState.Idle; if (attackTimer <= 0.0f) { //Recheck this Logic!! if (moveTimer >= moveSpeed) { chooseTargetLocation(); moveTimer = 0.0f; } else { //moveTimer += moveRate * Time.deltaTime; //Debug.Log("Move Timer: " + moveTimer); moveTimer += Time.deltaTime; move(); if (moveTimer >= moveSpeed) { attack(); resetTimer(); } } } } }
private void move() { eMoveState = ElementalMoveState.Moving; this.transform.position = Vector2.Lerp(this.transform.position, targetLocation, moveTimer); }