// Update is called once per frame void Update() { pos = this.transform.position; PauseTimer.updateTimer(Time.deltaTime); AttackTimer.updateTimer(Time.deltaTime); LightTimer.updateTimer(Time.deltaTime); if (player.getposition().x < pos.x) { sr.flipX = false; if (player.getposition().y < 6 && pos.x > (initialx - 12) && pos.x <= initialx) { transform.Translate(Vector2.left * speed / 10); } } if (player.getposition().x > pos.x) { sr.flipX = true; if (player.getposition().y < 6 && pos.x > (initialx - 12) && pos.x <= initialx) { transform.Translate(Vector2.right * speed / 10); } } //For the pause and the light if (wait && PauseTimer.stopped()) { isattacking = true; wait = false; AttackTimer.startTimer(); anim.CrossFade("attack", 0f); GameObject.Find("Light").GetComponent <Light> ().intensity = 1.3f; } if (!wait && AttackTimer.stopped()) { isattacking = false; wait = true; PauseTimer.startTimer(); anim.CrossFade("Idle", 0f); LightTimer.startTimer(); } if (wait && LightTimer.stopped()) { GameObject.Find("Light").GetComponent <Light> ().intensity = 3.0f; } if (healthManager.dead()) { Instantiate(FlowerPrefabs, FlowerInstantiate.transform.position, FlowerInstantiate.rotation); Destroy(background_before); targetSliderOject.SetActive(false); Destroy(gameObject); } }