void Update()
{
// _direction = _target.transform.position.x - transform.position.x;
if (_Triggergate.isTrigger)
{
Debug.Log(_Triggergate.isTrigger);
return;
}
if (Vector2.Distance(transform.position, _target.position) > 3)
{
animatorenemy.SetBool("isRunning", true);
if ((_target.transform.position.x - transform.position.x < 0) && (_target.transform.position.y == transform.position.y))
{
_enemycontroll.Move(-1);
}
else if ((_target.transform.position.x - transform.position.x > 0) && (_target.transform.position.y == transform.position.y))
{
_enemycontroll.Move(1);
}
else if ((_target.transform.position.y < transform.position.y) && (!_enemycontroll.jumpstatus))
{
if (Vector2.Distance(transform.position, _points[0].transform.position) > Vector2.Distance(transform.position, _points[1].transform.position))
{
_enemycontroll.Move(1);
}
else if (Vector2.Distance(transform.position, _points[0].transform.position) < Vector2.Distance(transform.position, _points[1].transform.position))
{
_enemycontroll.Move(-1);
}
}
else if ((_target.transform.position.y > transform.position.y) && (!_enemycontroll.jumpstatus))
{
animatorenemy.SetBool("isRunning", false);
if ((Vector2.Distance(transform.position, _points[0].transform.position) > Vector2.Distance(transform.position, _points[1].transform.position)) && (!_enemycontroll.jumpstatus))
{
transform.position = Vector2.MoveTowards(transform.position, _points[1].transform.position, _enemycontroll.speed * Time.deltaTime);
}
else if ((Vector2.Distance(transform.position, _points[0].transform.position) < Vector2.Distance(transform.position, _points[1].transform.position)) && (!_enemycontroll.jumpstatus))
{
transform.position = Vector2.MoveTowards(transform.position, _points[0].transform.position, _enemycontroll.speed * Time.deltaTime);
}
}
//transform.position = Vector2.MoveTowards(transform.position, _target.position, _enemycontroll._speed * Time.deltaTime);
_enemycontroll.Flip();
}
Debug.Log(_Triggergate.isTrigger);
//_enemycontroll.Move(1f);
// _enemycontroll.Flip();
}