using UnityEngine; public class EnemyAbility : Ability { [SerializeField] private float cooldownDelta; [SerializeField] private bool willLookAtPlayer; protected virtual void Start() { cooldown += Random.Range(-cooldownDelta, cooldownDelta); currentCooldown = Random.Range(0, cooldown); } public override bool TryAbility() { if (willLookAtPlayer) { direction = WaveManager.instance.GetRandomPlayerPoint(); } return base.TryAbility(); } }