// Update is called once per frame void Update() { HandleMovement(); HandleOrientation(); //HandleAttack(); anim_controller.HandleAnimation(idleTimerCurrent, moveTimerCurrent); }
// Update is called once per frame void Update() { CheckAttackRange(); if (attacking) { HandleAttack(); } else { HandleMovement(); HandleOrientation(); anim_controller.HandleAnimation(); } /*CheckAggroRange(); * if(chasing) * { * Debug.Log("Enemy IN Range"); * chaseDirection = player.transform.position - transform.position; * chaseDirection.Normalize(); * GetComponent<Rigidbody2D>().velocity = chaseDirection; * } * else * { * Debug.Log("Enemy OUT of Range"); * HandleMovement(); * HandleOrientation(); * HandleAttack(); * anim_controller.HandleAnimation(); * }*/ }