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UpdateCollider

This update methods is called by LateUpdate. It only applies for npcdata being present and every 2 frames, but because LateUpdate only calls it every 3 frames when applicable, it's actually only going to process every 6 frames when npcdata is present.

First, if the entity iskill is false and the npcdata's colliderheight is 0.0, the height and radius of the ccol goes back to their initialcolliderdata and colliderheight is initialised to the initialcolliderdata.x which is the initial height of the ccol.

From there, the method only proceeds if the player is free or that the npcdata's insideid matches the current one while the entity isn't dead, iskill or in the process of dying (deathcoroutine not being null). The cycle is done if it isn't. NOTE: technically, lastpos is set to the transform's position if the player was free, but the condition failed one way or another, it's just that this doesn't change anything in practice because no one will read from it until the end of LateUpdate.

Finally, the transform's position is set to lastpos and if there was a forcemove, it is stopped.