// Update is called once per frame void Update() { enemyAnimatorPositions.EnemyIsMoving(); var relativePos = player.position - transform.position; var rotation = Quaternion.LookRotation(relativePos); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotate_speed); if (notShooted) { if (Vector3.Distance(transform.position, player.position) > stoppingDistance) { transform.position = Vector3.MoveTowards(transform.position, player.position, speed * Time.deltaTime); } else if (Vector3.Distance(transform.position, player.position) < stoppingDistance && Vector3.Distance(transform.position, player.position) > retreatDistance) { transform.position = transform.position; } else if (Vector3.Distance(transform.position, player.position) < retreatDistance) { transform.position = Vector3.MoveTowards(transform.position, player.position, -speed * Time.deltaTime); } if (timeBtwShots <= 0) { enemyAnimatorPositions.EnemyIsAttacking(); //audioSource.PlayOneShot(shootSE); enemySound.EnemyShooted(); Shot(); timeBtwShots = startTimeBtwShots; } else { timeBtwShots -= Time.deltaTime; } } }
// Update is called once per frame void Update() { enemyAnimator.EnemyIsPossing(); var relativePos = player.position - transform.position; var rotation = Quaternion.LookRotation(relativePos); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotate_speed); if (notShooted) { if (timeBtwShots <= 0) { enemyAnimator.EnemyIsAttacking(); // audioSource.PlayOneShot(shootSE); enemySound.EnemyShooted(); Shot(); timeBtwShots = startTimeBtwShots; } else { timeBtwShots -= Time.deltaTime; } } }