public void PublicUpdate() { if (ThisDetector.PlayerSee && ThisPlayer.ThisPlayer.MovementStatus != MovementState.INTERACTING && ThisPlayer.ThisPlayer.MovementStatus != MovementState.DYING) { this.transform.position = Vector3.Lerp(this.transform.position, ThisDetector.ReturnPlayer().transform.position, 0.025f); } if (ThisEnemy.EState == CharacterLivingState.ALIVE) { Animation_BasedOnMoveState(); Action_BasedOnState(); } if (AnimationManager.AnimationCheck("Dead", ThisAnimator)) { Destroy(this.gameObject); } }