// Update is called once per frame void Update() { if (enemyAI.TargetVisible == null) { enemyAI.ScanTargetInLongAttackArea(); } else { enemyAI.CheckTargetStillVisible_InLongArea(); enemyAI.Face2Target(); // if(enemyAI.timeLostFireRate <= 0.0f) // animator.SetTrigger ("shoot"); enemyAI.RememberTargetPos(); } }
// Update is called once per frame void FixedUpdate() { if (enemyAI.TargetVisible == null) { enemyAI.ScanTargetInLongAttackArea(); } else { enemyAI.CheckTargetStillVisible_InLongArea(); // enemyAI.Face2Target(); enemyAI.LookAtTarget(); enemyAI.CheckShootTime(); enemyAI.RememberTargetPos(); // enemyAI.Face2Face(); } }