private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.tag == "Enemy") { predictRotate = new Vector3(enemyCount[0].transform.localPosition.x + gottenSpace, collision.transform.localPosition.y + gottenSpace, 0); rotate.RotateToNext(this.transform, predictRotate); } }
// this update is going to be used by a lot of enemies, this way the update only has one task to loop private void DoUpdate() { _wayPointPos = points._waypoints[i].position; _step = speed * Time.deltaTime; thisPos = transform.position; _rotate.RotateToNext(thisTransform, _wayPointPos); Move_Towards(); PickNextPoint(); }