public override void Update(GameTime gameTime, WorldHandler world) { timer += gameTime.ElapsedGameTime.Milliseconds; base.Update(gameTime, world); if (timer / 1000 >= 1) { UnitInteraction(world); } if (waypoints.Count() > 0 && Vector2.Distance(Position, TargetPosition + DistanceFromPosition) < stats[typeof(Range)].Value) { waypoints.Clear(); } if (timer / 1000 >= 1) { if (Target != null && Target.Position.ToPoint() != TargetPosition.ToPoint()) // Keeps tracking the units { Move(Target.Position, world); } timer = 0; } }