using System.Collections; using System.Collections.Generic; using UnityEngine; public class Rider : Ally { private Vector2 _movementVector = Vector2.zero; [SerializeField] private int _maxChargeHitCount; [SerializeField] private int _maxChargeDistance; private int _opponentsHit; private float _originalPosX; private float _originalPosY; private bool _isCharging; public override void Start() { base.Start(); _originalPosX = transform.position.x; _originalPosY = transform.position.y; _isCharging = true; } public override void Update() { base.Update(); if (_isCharging) { _movementVector.x = Time.deltaTime * Speed; transform.position += (Vector3)_movementVector; if (true) { } } else { if (IsEnemyDetected) { AttackEnemy(); } } } void AttackEnemyRiding() { //Attack Cooldown if (AttackSpeedWait > AttackInterval) { Animation.PlayAttackAnim(); AttackSpeedWait = 0f; } AttackSpeedWait += Time.deltaTime; } void AttackEnemy() { //Attack Cooldown if (AttackSpeedWait > AttackInterval) { Animation.PlayAttackAnim(); AttackSpeedWait = 0f; } AttackSpeedWait += Time.deltaTime; } }