void Walk() { if (Vector3.Distance(Player.transform.position, transform.position) > 1.5f) { // transform.LookAt(Player.transform); // transform.Translate(Vector3.forward * Time.deltaTime * mov_speed); zombieAnim.ZombieWalk(); StartCoroutine(Check()); agent.SetDestination(Player.transform.position); } else { if (attack_cooldown <= 0 && isAlive) { Player.GetComponent <Movement>().take_damage(5.0f); Debug.Log("Attacking.."); zombieAnim.ZombieAttack(); attack_cooldown = attack_speed; } agent.ResetPath(); } attack_cooldown -= Time.deltaTime; }