using System; using UnityEngine; public class Enemy : AutoControlledEntity { private void FixedUpdate() { Vector2 direction = new Vector2(0, stats.rb.linearVelocityY); if (closestEntity && Vector3.Distance(closestEntity.transform.position, transform.position) < maxTargettingRange) { direction.x = (closestEntity.transform.position - transform.position).normalized.x * stats.speed; if ((closestEntity.transform.position.y - transform.position.y > maxHeightDifference || (DetectWalls() && Vector3.Distance(closestEntity.transform.position, transform.position) > minTargetJumpDistance)) && stats.OnGround()) { direction.y = stats.jumpPower; } } stats.rb.linearVelocity = direction; } public override void OnDeath() { base.OnDeath(); Destroy(gameObject); } }