private bool attackWhilePlayerIsgrounded = true; //only attack when the player is on the ground, and not while he's jumping public void ATTACK() { if (target == null) { SetTarget2Player(); } if (Time.time - lastAttackTime > attackInterval) { //checks if we should only attack when the player is grounded if (attackWhilePlayerIsgrounded) { if (target.GetComponent <PlayerMovement>().playerIsGrounded()) { enemyState = ENEMYSTATE.ATTACK; Move(Vector3.zero, 0); //when commented the character runs to the other side LookAtTarget(); animator.Attack1(); lastAttackTime = Time.time; } } else { enemyState = ENEMYSTATE.ATTACK; Move(Vector3.zero, 0); //when commented the character runs to the other side LookAtTarget(); animator.Attack1(); lastAttackTime = Time.time; } } }
void DoTheMethod() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } theScript.Attack1(); }