/// <summary> /// Update is called once per frame. /// </summary> void Update() { GetComponent <Rigidbody>().velocity = new Vector3(0, 0, 0); distance = Vector3.Distance(Player.transform.position, transform.position); if (!Attacking && !dead) { if (distance < LineOfSight) { if (distance < (LineOfSight / 2) || Sight.Sighted()) { engaged = true; EngagementTime = minimumEngagementTime + Time.time; } } else { engaged = false; } if (engaged || EngagementTime > Time.time) { StateUpdate(); } else { if (ResetNeeded) { Reset(); } GetComponent <Patrol>().Patrolling(); } } }
/// <summary> /// Update is called once per frame. /// </summary> void Update() { GetComponent <Rigidbody>().velocity = new Vector3(0, 0, 0); distance = Vector3.Distance(Player.transform.position, transform.position); if (!Attacking && !dead) { if (distance < LineOfSight) { if (distance < (LineOfSight / 2) || Sight.Sighted()) { engaged = true; EngagementTime = minimumEngagementTime + Time.time; } } else { engaged = false; } if (engaged || EngagementTime > Time.time) { StateUpdate(); } else { if (ResetNeeded) { Reset(); } GetComponent <Patrol>().Patrolling(); } } stateInfo = anim.GetCurrentAnimatorStateInfo(0); if (!isActivatingAttack && stateInfo.IsName("Attack")) { StopCoroutine(ActivatingAttack()); StartCoroutine(ActivatingAttack()); } }