A.I Movement Based on Timer

So I’m creating a game where you have to tend a campfire to prevent the enemies from moving closer and attacking you resulting in a game over. What I need to know is what kind of code would work to have the enemy teleport closer to you based on the time decreasing. I already have a timer script attached to the fire but then reset it’s position if the timer gets increased.

Here is the script for the fire

using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEngine;

public class Gameovertimer : MonoBehaviour
{
public float timeLeft = 30;

// Start is called before the first frame update
void Start()
{
  
}

// Update is called once per frame
void Update()
{
    timeLeft -= Time.deltaTime;
    if (timeLeft <= 0.0f)
    {
        Debug.Log("Fire Out");
        
    }

    if (timeLeft <= -15f)
    {
        Debug.Log("GameOver");
        SceneManager.LoadScene("GameOver");
    }

    
        
}
public void ButtonPressed()
{
    if (timeLeft <= 0.0f)
    timeLeft = 15;

}

}

Here is the script that increases the timer

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Wood : MonoBehaviour
{
public Extinguish extinguish;
void OnMouseDown()
{
Destroy(gameObject);
extinguish.timeLeft += 15;
}
}

I’m still learning about A.I so I don’t have a script for the enemy yet

I’m very new to unity so any help would be appreciated.

If you had an enemy script, the smaller the amount of time is left, the more frequently the enemy may teleport towards your position. For example:

void Start()
{
    StartCoroutine(MoveEnemy());
}

IEnumerator MoveEnemy()
{
    while (true)
    {
        yield return new WaitForSeconds(timeLeft);
        
        // After some time, move the enemy towards the player
        Vector3.MoveTowards(EnemyPos, PlayerPos, TeleportDistance);
    }
}

The value timeLeft might need to be a positive number, however, as you can’t wait for -15 seconds before the next enemy movement. @Frobegames


One final improvement would be to only allow the enemy to move closer if the fire is out, else move away.