void Update() { if (gameManager.currentTurnStage == TurnStage.playerMoveTurn) { //MOVING COOLDOWN TIMER //moveCoolDown--; //MOVING VIA UPDATE if (canMove) { position = transform.position; Move(); } if (moving) { if (transform.position == position) { moving = false; canMove = true; Move(); } } } else if (gameManager.currentTurnStage == TurnStage.playerAttackTurn) { if (canAttack) { if (Physics2D.OverlapCircle(playerAttackPoint.position, 0.2f, whatCanBeAttacked)) { enemyCollider = Physics2D.OverlapCircle(playerAttackPoint.position, 0.2f, whatCanBeAttacked); StartCoroutine(playerAnimations.AnimateWhenAttacking()); } else { EventManager.TriggerEvent("endPlayerAttackStage"); canMoveInput = true; canAttack = true; } } } transform.position = Vector3.MoveTowards(transform.position, position, Time.deltaTime * moveSpeed); }