void Update() { if (current == WALK && aiPath != null) { worldItem.UpdateZPos(); UpdateWalkDirection(aiPath.GetDirection(allowNS)); } else if (current == ONE_SHOT && !CurrentStateEquals(ONE_SHOT)) { if (dlgAction) { Dialogue.Actions.CompletePendingAction(); } if (temp) { Destroy(gameObject); } else { Idle(); } } }