void Update() { delayCount += Time.deltaTime; if (delayCount > pathfindingDelay) { Vector3 position = new Vector3(this.transform.position.x + pathingOffset.x, this.transform.position.y + pathingOffset.y, this.transform.position.z); if (pathfinding.AStarPath(position, player.position)) { targetPath = pathfinding.GetPath(position, player.position); } delayCount = 0; } }