void Update() { distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); WeaponSystem weaponSystem = GetComponent <WeaponSystem>(); currentWeaponRange = weaponSystem.GetCurrentWeapon().GetMaxAttackRange(); if (distanceToPlayer > chaseRadius && state != State.patrolling) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(Patrol()); } if (distanceToPlayer <= chaseRadius && state != State.chasing) { StopAllCoroutines(); weaponSystem.StopAttacking(); StartCoroutine(ChasePlayer()); } if (distanceToPlayer <= currentWeaponRange && state != State.attacking) { StopAllCoroutines(); weaponSystem.AttackTarget(player.gameObject); } }
void OnMouseOverPotentiallyWalkable(Vector3 destination) { if (Input.GetMouseButton(0)) { weaponSystem.StopAttacking(); myCharacter.SetDestination(destination); } }