Vector3.distance is not even working

I made a chase script for my Enemy and he has to calculate the distance between the player and an object to change a boolean. Here is the script. (It is in c#)

using UnityEngine;
using System.Collections;

public class chase : MonoBehaviour {

public Transform player;
public Animator anim;
public float angle;
public float distance;
public float health = 1;
public GameObject me;
public float speed;
public float attackingdistance;
public GameObject stick;
public bool blowupable;
private Vector3 mevec;
public float newdistance;

// Use this for initialization
void Start () 
{
	anim = GetComponent<Animator>();
    blowupable = false;
}

// Update is called once per frame
void Update () 
{

    Debug.DrawLine(player.position, me.transform.position);

    blowupable = false;

    **if (Vector3.Distance(me.transform.position, player.transform.position) * Time.deltaTime < newdistance)
    { 
        blowupable = true;
    }**
    
    if (Input.GetKey(KeyCode.P))
    {
        Application.LoadLevel("Tutorial-start");
    }



    transform.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);

    Vector3 direction = player.position - this.transform.position;

    if (GetComponent<Animator>().GetBool("isAttacking") == true) {
        Invoke("LoseHeart", 3);
    }

	if(Vector3.Distance(player.position, this.transform.position) < distance)
	{
		
		direction.y = 0;

		this.transform.rotation = Quaternion.Slerp(this.transform.rotation,
									Quaternion.LookRotation(direction), 0.1f);

		anim.SetBool("isIdle",false);
		if(direction.magnitude > attackingdistance)
		{
            blowupable = true;
			this.transform.Translate(0,0,speed);
			anim.SetBool("isWalking",true);
			anim.SetBool("isAttacking",false);
		}
		else
		{
			anim.SetBool("isAttacking",true);
			anim.SetBool("isWalking",false);
        }

	}
	else 
	{
		anim.SetBool("isIdle", true);
		anim.SetBool("isWalking", false);
		anim.SetBool("isAttacking", false);
	}
    if (health <= 0)
    {
        anim.SetBool("isDead", true);
        anim.SetBool("isWalking", false);
        anim.SetBool("isAttacking", false);
        anim.SetBool("isIdle", false);
        StartCoroutine(Example());
    }

    if (Input.GetKeyDown(KeyCode.E))
    {
        health --;
    }

}

IEnumerator Example()
{
    yield return new WaitForSeconds(1);
    Destroy(me);
}

IEnumerator Example1()
{
    yield return new WaitForSeconds(1);
    
}

void LoseHeart()
{
    if(GetComponent<Animator>().GetBool("isAttacking") == true)
    {
        stick.GetComponent<BotControlScript>().health--;
        Update();
    }
    else
    {
        Update();
    }
}

}
`
It always keeps blowupable true. Please help

if (Vector3.Distance(me.transform.position, player.transform.position) * Time.deltaTime < newdistance)
Why are you multiplying the distance by Time.deltaTime? That’s an arbitrary value approximately equal to 0.02 which is why your test always passes.

I figured It out. On line 58 - 70, I put

        anim.SetBool("isIdle",false);
         if(direction.magnitude > attackingdistance)
         {
             blowupable = true;
             this.transform.Translate(0,0,speed);
             anim.SetBool("isWalking",true);
             anim.SetBool("isAttacking",false);
         }
         else
         {
             anim.SetBool("isAttacking",true);
             anim.SetBool("isWalking",false);
         }

I made blowupable true if the enemy was farther away than attacking distance.