void Update()
{
/** MOVEMENT VALUES **/
if (targetLocation != null)
{
dir = destinationCache - this.transform.position; // The vector to move along to reach target location
}
distThisFrame = movespeed * Time.deltaTime; // How far the unit moves in a frame
/** STATE SWITCHING LOGIC **/
if (targetPathNode != null && targetPathNode.barricade != null && !attacking)
{
attacking = true;
beginAttacking = true;
beginPathing = false;
targetBarricadeCache = targetPathNode.barricade; // Cache the Barricade the unit is
StartCoroutine("Combat");
}
else if (beginPathing)
{
if (!moving)
StartCoroutine("MoveToTarget");
Pathfinding();
}
}