// Update is called once per frame void Update() { future = pcs.GetFuture(); currentRoom = pcs.GetRoom(); if (!future) { destination = pastAnchors[currentRoom].transform; } else if (future) { destination = futureAnchors[currentRoom].transform; } if (pcs.canMove) { MoveToAnchor(currentRoom); } if (lastKnownRoom != currentRoom) { float d = destination.transform.position.x - this.transform.position.x; if (pcs.GetMove()) { } else { if (d > .01) { this.transform.Translate(8 * Time.deltaTime, 0.0f, 0.0f, Space.World); } else { lastKnownRoom = currentRoom; pcs.SetMove(true); } } } //Debug.Log("Future is " + future); //Debug.Log(pastAnchors[currentRoom].gameObject.transform); }