/// <summary> /// /// this is used to check to see if we can shoot the player every frame /// and if the enemy is behind the player then we deactivate the enemy /// sending them to the object pool /// /// <para>Author: Callum Dunstone</para> /// /// </summary> protected void Update() { rangedAttack.Update(); rangedAttack.AttackPlayer(); if (player.transform.position.z > (transform.position.z + despawnOffset)) { TurnOff(); } }
/// <summary> /// /// this is used to check to see if we can shoot the player every frame /// and if the enemy is behind the player then we deactivate the enemy /// sending them to the object pool /// /// <para>Author: Callum Dunstone</para> /// /// </summary> protected void Update() { //check if we can shoot the player rangedAttack.AttackPlayer(); rangedAttack.Update(); //check if we are behind the player and if so deactivate our selves if (player.transform.position.z > (transform.position.z + despawnOffset)) { spawner.GetListOfEnemies().Remove(this); TurnOff(); } }