// Update is called once per frame void Update() { //movementBehaviour.Align(target.transform); // rigidbody.velocity = Vector3.forward*maxSpeed; // movementBehaviour.SteeringFlee(); //movementBehaviour.LookWhereYoureGoing(); switch (movementype) { case testerScript.movementType.evade: movementBehaviour.Evade(); break; case testerScript.movementType.pursuit: movementBehaviour.Pursuit(); break; case testerScript.movementType.seek: movementBehaviour.SteeringSeek(movementBehaviour._targetGameObject.transform); break; case testerScript.movementType.FaceawayAndEvade: movementBehaviour.FaceAway(movementBehaviour._targetGameObject.transform); movementBehaviour.Evade(); break; case testerScript.movementType.face: movementBehaviour.Face((movementBehaviour._targetGameObject.transform)); break; case testerScript.movementType.faceaway: movementBehaviour.FaceAway((movementBehaviour._targetGameObject.transform)); break; } }