void FixedUpdate() { if (player) { Vector3 distance = player.position - this.transform.position; if (distance.magnitude < agressionDistance) { direction = player.position - this.transform.position; lookAtTarget(direction); patrolCycle.SetBool("Idle", false); if (direction.magnitude > 2.5) { enemyRigidBody.AddForce(transform.forward * enemyMovementSpeed); patrolCycle.SetBool("Attacking", false); patrolCycle.SetBool("Chasing", true); } else { patrolCycle.SetBool("Attacking", true); goblin.PerformAttack(); patrolCycle.SetBool("Chasing", false); } } else { patrolCycle.SetBool("Idle", true); patrolCycle.SetBool("Attacking", false); patrolCycle.SetBool("Chasing", false); enemyRigidBody.angularVelocity = new Vector3(0f, 0f, 0f); } } }
static void Main(string[] args) { Console.WriteLine("Hello Character!"); var g = new Goblin(); g.PerformAttack(); g.PerformDefence(); Console.ReadKey(); }