void WatchPlayer() { if (!inCombat) { anim.SetBool("isRunning", true); Vector3 distVec = transform.position - player.transform.position; if (distVec.x > 0) { facingRight = true; } else if (distVec.x < 0) { facingRight = false; } if (((facingRight) && (localScale.x < 0)) || ((!facingRight) && (localScale.x > 0))) { localScale.x *= -1; } transform.localScale = localScale; if (distVec.magnitude < range) { EnterCombat(); anim.SetBool("isRunning", false); Debug.Log("Attack Added! " + this); combatHandler.attackQueue.Add(ChooseAttack()); combatHandler.EnterCombat(); } distVec /= distVec.magnitude; rb.AddForce(distVec * -4); } }