using Core.Extensions; using UnityEngine; public class AutoControlledEntity : Entity { [Header("Movement AI")] [SerializeField] protected float maxTargettingRange; [SerializeField] protected float maxHeightDifference; [SerializeField] protected float minTargetJumpDistance; [SerializeField] protected Transform[] wallDetectors; [SerializeField] protected LayerMask wallLayer; protected bool DetectWalls() { foreach (Transform wallDetector in wallDetectors) { if (Physics2D.OverlapCircle(wallDetector.position, 0.05f, wallLayer)) { return true; } } return false; } private void Update() { if (closestEntity && !stats.abilitiesDisabled && !stats.isStalled) { stats.attackOriginCenter.Lookat2D(closestEntity.transform.position); foreach (Ability ability in stats.abilities) { ability.TryAbility(); } } } }