public void Attack() { if (Vector2.Distance(transform.position, _enemyFollow.PlayerTarget.position) <= _attackRange) { _isAttacking = true; EnemyStates._states = States.Attacking; _enemyFollow.ChangeLookDirection(); _anim.SetBool("isWalking", false); _anim.SetBool("isAttacking", true); } else { EnemyStates._states = States.Chasing; } }
public void Attack() { if (InRange()) { _isAttacking = true; _enemyStates.states = States.Attacking; _enemyFollow.ChangeLookDirection(); _anim.SetBool("isWalking", false); _anim.SetBool("isAttacking", true); } else { if (_enemyStates.states != States.Wander) { if (!_anim.GetCurrentAnimatorStateInfo(0).IsName("Attack")) { _anim.SetBool("isAttacking", false); _anim.SetBool("isWalking", true); _enemyStates.states = States.Chasing; } } } }