private void Update() { Animate(); CheckVisible(); if (updateFrameIndex > IMainMenu.GetUpdateFramesPerSecond() / 10) { if (canDoSomething) { AI(); } else { if (attacking && who_under_attack) { Vector3 look = Vector0.Flat(who_under_attack.trans.position - trans.position); Quaternion n = Quaternion.LookRotation(look); trans.rotation = Quaternion.Slerp(trans.rotation, n, Time.deltaTime * 3); } Stop(); } if (savable.health < 1 || (hasNoArms && hasNoLegs) || hasNoHead) { Die(); } updateFrameIndex = 0; } updateFrameIndex++; }