// Update is called once per frame protected void Update() { transform.position = new Vector3(player.transform.position.x, player.transform.position.y, transform.position.z); _multiCollider.EnableCollider(false); if (!_multiCollider.GetActiveCollider().enabled) { meshFilter.mesh = null; } for (int i = 0; i < hitFrames.Length; ++i) { if (_animator.currAnim.currFrame == hitFrames[i]) { //Range Check if (i < _multiCollider.colliders.Length) { SwitchHitBox(i); } } } _animator.Update(); if (_animator.currAnim.finished && !_audioSource.isPlaying) { Delete(); } }
// Update is called once per frame virtual protected void Update() { //TEST if (knockedback) { _renderer.color = Color.red; } else { _renderer.color = Color.white; } LinearKnockbackUpdate(); //HP CHECK if (health <= 0) { health = 0; //playerState = PlayerState.DEAD; } if (health == 0) { Kill(); } //Animator update just calls and updates the current animation, logic must be defined in child class for animation switches if applicable. animator.Update(); }