// Start is called before the first frame update void Update() { if (gameManager.currentTurnStage == TurnStage.enemyAttackTurn) { if (Physics2D.OverlapCircle(enemyAttackPoint.position, 0.2f, whatCanBeAttacked)) { playerCollider = Physics2D.OverlapCircle(enemyAttackPoint.position, 0.2f, whatCanBeAttacked); StartCoroutine(enemyAnimations.AnimateWhenAttacking()); } else { enemyManager.enemyAttackCount--; } } //actual movement transform.position = Vector3.MoveTowards(transform.position, position, Time.deltaTime * moveSpeed); }