private void Update() { if (!ready || locked) { return; } TargetSystem.LockTarget(transform.position, gun.weapon.maxRange); if (TargetSystem.currentTarget != null) { LookAt(TargetSystem.currentTarget.transform.position); sprite.flipX = (TargetSystem.currentTarget.transform.position.x < transform.position.x) ? true : false; } else { walkVelocity = Vector2.zero; float rot = (sprite.flipX) ? 180 : 0; gun.transform.rotation = Quaternion.Euler(new Vector3(0, 0, rot)); } body.velocity = walkVelocity + dashVelocity; anim.SetBool("Moving", (body.velocity.magnitude > 0.35f)); }