private void Update() { this.direction = _npc.Direction(); RaycastHit2D hit = Physics2D.Raycast(transform.position, new Vector2(direction, 0f), 2f, layerMask); if (hit && hit.collider.CompareTag("Player") && dashingAvailable) { StartCoroutine(Dash()); } hit = Physics2D.Raycast(transform.position, new Vector2(direction, 0f), 0.25f, layerMask); if (hit && hit.collider.CompareTag("Enemy Limits")) { _npc.ChangeDirection(); } }
private void Update() { this.direction = _npc.Direction(); if (_captured && !_secured) { this.transform.position = player.transform.position + new Vector3(0, .2f, 0); // Sets the baby behind the player this.transform.localScale = new Vector3(-player.transform.localScale.x, player.transform.localScale.y, player.transform.localScale.z); } RaycastHit2D hit = Physics2D.Raycast(transform.position, new Vector2(direction, 0f), 0.5f, layerMask); if (hit && hit.collider.CompareTag("Baby Limits")) { _npc.ChangeDirection(); } }