protected override void Update()
{
if(transform.position.y < -5f) Destroy (gameObject);
distToPlayer = Vector2.Distance (transform.position, Player.transform.position);
//Debug.Log (distToPlayer);
if (distToPlayer < AttackDist)
{
State = EnemyState.ATTACK;
}
if (State == EnemyState.ATTACK && isJump ()) //enemy is about to jump!
{
jumpRdy = false; //turn off jumping
Invoke ("jumpOn", jumpCD); //turn it back on again after a cooldown
State = EnemyState.JUMP;
}
Act();
}