using UnityEngine; public class Ghost_Chase : Ghost_behaviour { private void OnDisable() { this.ghost.scatter.Enable(); } private void OnTriggerEnter2D(Collider2D other) { Nodes node = other .GetComponent(); if(node != null && this.enabled) { Vector2 direction = Vector2.zero; float minDistance = float.MaxValue; foreach (Vector2 availableDirection in node.availableDirections) { Vector3 newPosition = this.transform.position + new Vector3(availableDirection.x , availableDirection.y , 0.0f); float distance = (this.ghost.target.position - newPosition).sqrMagnitude; if( distance < minDistance) { direction = availableDirection; minDistance = distance; } } this.ghost.movement.SetDirection(direction); } } }