protected override void Update() { if (characterStateMachine.CurrentState != CharacterState.Dead) { if (currentAction != null && currentAction.IsInCooldown() == false) { if (currentAction.IsTargetInRange() && IsExecutingAction == false) { StartCoroutine(currentAction.ExecuteAction()); } } else if (currentAction == null || currentAction.IsInCooldown() == true) { ChangeToActionWithNoCooldown(); } base.Update(); } return; }