void Update() { if (path != null) { if (targets.Count == 0) { return; } if (transform.position == targets[current]) { current = CS_Utils.Mod(current + 1, targets.Count); } transform.position = Vector3.MoveTowards(transform.position, targets[current], Time.deltaTime * speed); } }
void Update() { timer -= Time.deltaTime; if (timer <= 0) { CS_Projectile_Movement i = Instantiate(projectile, spawnLocation.position, spawnLocation.rotation, parent); i.angle = angle; if (rotateObject) { rotateObject.rotation = Quaternion.Euler(0.0f, 0.0f, angle - 90); } i.speed = projectileSpeed; timer = spawnRate; angle = CS_Utils.Mod(angle + angleStep, 360); } }