void Awake() { base.Awake(); nextAttack = WyvernAttack.teleport; cooldown = teleportCooldown; inUse = false; isDead = false; }
// Update is called once per frame void Update() { base.Update(); if (active) { // Debug.Log(cooldown); cooldown -= Time.deltaTime; if (cooldown <= 0) { Debug.Log("Ability Used!"); nextAttack = (WyvernAttack)Random.Range(0, 2); switch (nextAttack) { case WyvernAttack.teleport: FarTeleport(); break; case WyvernAttack.closeteleport: CloseTeleport(); break; case WyvernAttack.burst: Burst(); break; } } else if (closeTeleportOn) { Vector3.MoveTowards(transform.position, lastPlayerLocation, closeTeleportSpeed * Time.deltaTime); closeDistanceMoved += closeTeleportSpeed * Time.deltaTime; if (closeDistanceMoved > closeTeleportDist) { closeTeleportMove(); } } } }