//Handles enemy movement based on AttackPattern public override void Update() { if (m_active && !m_shotTimer.Enabled) { m_shotTimer.Enabled = true; } if (!m_attackPattern.m_patternComplete) { m_pos = m_attackPattern.Update(m_pos, m_exitPos); } else { m_active = false; } if (m_curHealth == 0) { Explode(); m_active = false; } if (m_hit) { m_curHealth--; } m_center.X = m_pos.X + m_image.Width / 2; m_center.Y = m_pos.Y + m_image.Height / 2; }