protected void ChaseChain() { if (CurrentEnemyBehaviour == EnemyBehaviour.Chasing) { var distance = Vector3.Distance(transform.position, targetToChase.position); if (distance > distanceToBreakChase) { pathToFollow.StartAlternatringPoints(); CurrentEnemyBehaviour = EnemyBehaviour.Scouting; targetToChase = null; NoticedPlayerEffect.SetActive(false); } } }