private void Update() { if (m_weapon.CanShoot() && m_weapon.IsInRange(m_target)) { m_weapon.Shoot(m_target); } }
public override Vector2 ComputeMovementVector(Transform p_myTransform) { m_movementVector = Vector2.zero; if (m_weapon == null) { m_weapon = p_myTransform.gameObject.GetComponent <WeaponSystem>(); } // Am I in attack range ? if (!m_weapon.IsInRange(GameConfiguration.Instance.Player.transform)) { m_movementVector = (GameConfiguration.Instance.Player.transform.position - p_myTransform.position).normalized * m_speed; } return(m_movementVector); }