public override void OnUpdate()
{
// One time teleport to player
if (FoxVars.timeToSpawnStarted == true)
{
if (FoxVars.foxSpawnTimer > 0)
{
FoxVars.foxSpawnTimer -= Time.deltaTime;
}
else
{
FoxVars.foxSpawnTimer = FoxVars.timeToSpawn;
FoxVars.timeToSpawnStarted = false;
//if(PlayerManager.m_TeleportPending() == false)
SnowFoxTeleportFoxMain.TeleportFoxToTarget(GameManager.GetPlayerTransform());
SnowFoxPawprintsMain.initPaws();
}
}
// Do ALL THE STUFF
if (FoxVars.foxactive == true && FoxVars.foxSpawned == true && FoxVars.fox != null)
{
//MelonLogger.Log("doing something?");
FoxVars.idleRand = UnityEngine.Random.Range(1, 5); // make some randoms for changing through idle animations
//FoxVars.randomTarget.position = new Vector3(FoxVars.foxTransform.position.x + FoxVars.randomTarget.position.x + UnityEngine.Random.insideUnitCircle.x * 3, FoxVars.foxTransform.position.y + FoxVars.randomTarget.position.y + UnityEngine.Random.insideUnitCircle.y * 3, 0);
// Update player, target and fox transforms
FoxVars.playerTransform = GameManager.GetPlayerTransform();
FoxVars.foxTransform = FoxVars.fox.transform;
SnowFoxInputsMain.SnowFoxInputsUpdate();
SnowFoxManageMovementMain.SnowFoxManageMovement();
SnowFoxAuroraMain.SnowFoxAurora();
SnowFoxTargetingMain.SnowFoxTargeting();
SnowFoxPawprintsMain.leavePaw(FoxVars.foxFLHandTrack.position, true, true);
SnowFoxPawprintsMain.leavePaw(FoxVars.foxFRHandTrack.position, true, false);
SnowFoxPawprintsMain.leavePaw(FoxVars.foxRLHandTrack.position, false, true);
SnowFoxPawprintsMain.leavePaw(FoxVars.foxRRHandTrack.position, false, false);
}
}