void Update() { if (_entity.IsSpawned) { _agent.speed = _entity.MovementSpeed; CombatUtils.MoveToAggroTarget(_entity, _aggro.Target, this); } }
void Update() { CombatUtils.MoveToAggroTarget(_entity, _aggro.Target, this); if (_isNavigating) { Vector3 dir = (_destination - transform.position).normalized; Vector3 velocity = dir * _entity.MovementSpeed * Time.deltaTime; // Ignore Y position for flying units. velocity.y = 0f; transform.position += velocity; } }