private void Update() { if (timer > 0 && Next != null) { timer -= Time.deltaTime; if (timer <= 0) { Next.WormShoot(delay); } } }
// Update is called once per frame void Update() { ai.enabled = FirstPerson.GUN_AQUIRED; //return; if (first != null) { int l = first.WormMove(transform.position, dist); if (timer > 0 && l <= enrageLength) { timer -= Time.deltaTime; if (timer <= 0) { first.WormShoot(fireDelay); timer = fireRate; } } } else { timer -= Time.deltaTime; if (timer <= 0) { if (enrageState) { ai.Speed = speed * 1.5f; ai.Agility = 0; } else { ai.Speed = 0; ai.Agility = agility * 1.75f; } timer = finalEnragePeriod; enrageState = !enrageState; } if (enrageState && FirstPerson.PLAYER != null) { Vector3 target = transform.position; target.y = FirstPerson.PLAYER.transform.position.y; transform.position = Vector3.MoveTowards(transform.position, target, speed / 3 * Time.deltaTime); } } }