// Update is called once per frame void Update () { if (attackCooldown > 0) { attackCooldown -= Time.fixedDeltaTime; } if (target) { vectorToTarget = target.position - transform.position; } //player attacks if in range and cooldown is off. if (attackCooldown <= 0 && vectorToTarget.magnitude <= 2.2 && Enemy) { enemyAttack.AIAttack (); attackCooldown = attackCooldownTime; transform.position += transform.up * -moveSpeed * Time.deltaTime; } else if (vectorToTarget.magnitude > 2.5 && vectorToTarget.magnitude < 15 && target) { ////////////Animation chase start/////////////a animate.SetBool ("Run", true); ///////////////////////////////// Quaternion rotation = Quaternion.LookRotation (target.transform.position - transform.position, transform.TransformDirection (Vector3.forward)); float rot = Mathf.Atan2 (vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg; //rotate to face player transform.rotation = Quaternion.Euler (0, 0, rot - 90); //move towwards the "player" transform.position += transform.up * moveSpeed * Time.deltaTime; } else { //////annimationstop //animate.SetBool ("Run", false); } }