using UnityEngine; public class EnemyAI : Character { protected override void SetClimbingAnimation(bool isClimbing) { } protected override void SetWalkingAnimation(bool isWalking) { _animator.SetBool("Walk",isWalking); } private void Update() { // float horizontal = 0; // float vertical = 0; // Vector2 directionToPlayer = Player.Instance.transform.position - transform.position; // directionToPlayer.Normalize(); // float verticalDistance = Player.Instance.transform.position.y - transform.position.y; // if (Mathf.Abs(verticalDistance) > 0.1f && (isCanClimbUp || isCanGoDown)) // { // vertical = Mathf.Sign(verticalDistance); // } // else // { // if (Mathf.Abs(Player.Instance.transform.position.x - transform.position.x) < 0.1f) // { // horizontal = 0; // } // else if (directionToPlayer.x < 0) // { horizontal = -1; } // else if (directionToPlayer.x > 0) // { horizontal = 1; } // } // if (Input.GetKey(KeyCode.T)) // { vertical = 1; } // if (Input.GetKey(KeyCode.G)) // { vertical = -1; } // Debug.Log($"Enemy Position: {transform.position}, Player Position: {Player.Instance.transform.position}"); // Debug.Log($"Vertical Distance: {verticalDistance}, Vertical Movement: {vertical}"); // base.MoveTo(horizontal, vertical); } private float VerticalMove(float verticalDistance) { float verticalDirection = Mathf.Sign(verticalDistance); return verticalDirection; } }