// AI METHODS void ComputerMove() { // Perhaps reduce the speed Vector3 nMovement = AI.GetCurrentHeading() * AI.GetCurrentSpeed(); // Debug.Log("Computer Moving... x:" + nMovement.x.ToString() + " y: " + nMovement.y.ToString()); Vector3 pos = transform.position; pos.z = Mathf.Clamp(transform.position.z, 0, 0); transform.position = pos; if (playerManager.IsAlive()) { rb.velocity = FitToBounds(transform.position, nMovement); } for (int i = 0; i < bodyParts.Count; i++) { if (bodyParts [i].rb.velocity.magnitude > rb.velocity.magnitude) { Vector3 CurrentVelocity = bodyParts [i].rb.velocity.normalized; CurrentVelocity *= rb.velocity.magnitude; bodyParts [i].rb.velocity = CurrentVelocity; } } }