// Start is called before the first frame update void Update() { if (gameManager.currentTurnStage == TurnStage.enemyMoveTurn) { //MOVING VIA UPDATE if (canMove) { position = transform.position; Move(); } if (moving) { if (transform.position == position) { moving = false; canMove = true; Move(); } } } else if (gameManager.currentTurnStage == TurnStage.enemyAttackTurn) { if (Physics2D.OverlapCircle(enemyAttackPoint.position, 0.2f, whatCanBeAttacked)) { playerCollider = Physics2D.OverlapCircle(enemyAttackPoint.position, 0.2f, whatCanBeAttacked); StartCoroutine(enemyAnimations.AnimateWhenMoving()); //check update the list of -- trigger list uopdaTE } else { EventManager.TriggerEvent("endEnemyAttackStage"); } } else { EventManager.TriggerEvent("enemyWaitAnimation"); } transform.position = Vector3.MoveTowards(transform.position, position, Time.deltaTime * moveSpeed); }