private void Update() { _patrolPoints = _patrol.GetPatrolPoints(); if (_patrolPoints.Count > 0) { if (_currentDestination == null) { _currentDestinationIndex = 0; _currentDestination = _patrolPoints[0].transform.position; } if (Vector3.Distance(transform.position, _currentDestination) < 0.2f) { Debug.Log("cel osiagniety: " + _currentDestinationIndex); _currentDestinationIndex++; if ((_currentDestinationIndex) >= _patrolPoints.Count) { _currentDestinationIndex = 0; _currentDestination = _patrolPoints[_currentDestinationIndex].transform.position; } else { _currentDestination = _patrolPoints[_currentDestinationIndex].transform.position; } } _player.SetDestination(_currentDestination); } }