void Update ()
{
if (delta < attackTime)
{
delta += Time.deltaTime;
return;
}
else
delta = Time.deltaTime;//Reset the delta, If you set it to zero you lose an update of delta time
Vector3 distance = TheGame.get().player.transform.position - transform.position;
distance.y = 0;
float realDistance = distance.magnitude;
//Check if player is within radius
if (detectionRadius >= realDistance)
{
//TODO : Tweak magic number
Quaternion direction = Quaternion.identity;
direction.y = 0;
GameObject newProjectile = (GameObject)Instantiate(projectile, (transform.position + distance.normalized * 0.5f) + PositionOffset, direction);
EnemyProjectile enemyProjectile = newProjectile.GetComponent<EnemyProjectile>();
enemyProjectile.speed = projSpeed;
enemyProjectile.damage = projDamage;
enemyProjectile.velocity = distance.normalized;
enemyProjectile.LookAtPlayer();
}
}