public float turnSpeed = 2f; public float walkSpeed = 6f; public float maxTurnSpeed = 3f; public float maxWalkSpeed = 1f;
void Update() { if(state == GoblinState.Chase) { if(target != null) { var toTarget = target.transform.position - transform.position; // points at player toTarget.y = 0;
if (rb.velocity.magnitude < maxWalkSpeed) { rb.AddForce(transform.forward * walkSpeed); } if (rb.angularVelocity.magnitude < maxTurnSpeed) { rb.AddTorque(-Vector3.Cross(toTarget.normalized,transform.forward) * turnSpeed); }
anim.SetBool("walk", true); } } }