public void OnStateFixedUpdate() { if (enemy.path == null) { return; } if (enemy.targetIndex < enemy.path.Length - 1 || enemy.targetIndex == enemy.path.Length - 1 && enemy.rb.position != enemy.destination) { enemy.rb.position = enemy.ReturnNextPoint(); enemy.sGroup.sortingOrder = Info.SortingOrder(enemy.sortingTransform.position.y); } else if (enemy.targetIndex == enemy.path.Length - 1 && enemy.rb.position == enemy.destination) { UpdatePatrolPath(); } enemy.CheckPlayerAggro(); }