// Update is called once per frame void Update() { ////Check if character just landed on the ground //if (!m_grounded && m_groundSensor.State()) //{ // m_grounded = true; // m_animator.SetBool("Grounded", m_grounded); //} ////Check if character just started falling //if (m_grounded && !m_groundSensor.State()) //{ // m_grounded = false; // m_animator.SetBool("Grounded", m_grounded); //} EhealthBar.SetHealth(EnemyHealth); // Move float distance = Vector2.Distance(target.position, transform.position); if (distance <= lookRadius) { TargetInRange = true; // Debug.Log("in radius"); GetComponent <EnemyAI>().enabled = true; } else { TargetInRange = false; GetComponent <EnemyAI>().enabled = false; } // -- Handle Animations -- //Death if (EnemyHealth <= 0) { HealthIsNull = true; scoreLogic.KilledEnemy(); DestroyGameObject(); return; } else { HealthIsNull = false; } if (distance <= AttackRange) { InattackRange = true; GameObject E_sword = Instantiate(EnemySowrd, E_SowrdPoint.position, Quaternion.identity); Destroy(E_sword, 0.1f); //return; } else { InattackRange = false; } }