// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { enemy.LookAtPlayer(); if (enemy.isFrog == false) { animator.transform.position = Vector2.MoveTowards(animator.transform.position, playerPos.position, speed * Time.deltaTime); } else if (enemy.isTouchingGround == true) { enemy.Jump(); } }