void Start()
    {
        attackScript = GetComponent<InterfaceZombieAttack>();

        spitZombieState = stateSZ.sensedPlayerNearby;
        newRoamingPosition = Vector3.zero;
    }
    // Start is called before the first frame update
    void Start()
    {
        attackScript = GetComponent <InterfaceZombieAttack>();

        spitZombieState = stateSZ.sensedPlayerNearby;


        hasReachedPatrolPoint = false;
        if (nextPatrolPoint == null)
        {
            nextPatrolPoint = patrolPoints[0];
        }
    }
    // Update is called once per frame
    void Update()
    {
        switch (spitZombieState)
        {
        case stateSZ.sensedPlayerNearby:
            spitZombieState = stateSZ.chasePlayerUntilInLos;
            break;

        case stateSZ.attacking:

            if (isPlayerInsideAttackRange == true)
            {
                attackScript.IzombieAttack();
                zombieNavmeshAgent.isStopped = true;
            }
            else
            {
                spitZombieState = stateSZ.chasePlayerUntilInLos;
                zombieNavmeshAgent.isStopped = false;
            }
            break;

        case stateSZ.chasePlayerUntilInLos:
            if (isPlayerWithinLos() == true || isPlayerSensedNearby == true)            // los should work only if the angle is in the front of zommbie or If very close
            {
                zombieNavmeshAgent.SetDestination(playerTransform.position);
            }
            else
            {
                // go to Roaming player state, after going to the last spotted position
                if (zombieNavmeshAgent.remainingDistance <= zombieNavmeshAgent.stoppingDistance)
                {
                    if (!zombieNavmeshAgent.hasPath || zombieNavmeshAgent.velocity.sqrMagnitude == 0f)
                    {
                        spitZombieState = stateSZ.roaming;
                    }
                }
            }
            break;

        case stateSZ.huntingPlayer:         // this state is kinda a bit whacky : 1. Go to last spotted player Position 2. Patrol in 4 directions for sometime 3. Back to roaming state
            break;

        case stateSZ.roaming:
            if (hasReachedPatrolPoint == true)
            {
                int rand = Random.Range(0, patrolPoints.Length - 1);
                nextPatrolPoint = patrolPoints[rand];

                NavMeshHit hit;
                NavMesh.SamplePosition(nextPatrolPoint.position, out hit, targetSampleNavmeshRadiusAllowed, 1);
                nextPatrolPoint.position = hit.position;
                hasReachedPatrolPoint    = false;
            }
            else
            {
                zombieNavmeshAgent.SetDestination(nextPatrolPoint.position);
                if (!zombieNavmeshAgent.pathPending)
                {
                    if (zombieNavmeshAgent.remainingDistance <= zombieNavmeshAgent.stoppingDistance)
                    {
                        if (!zombieNavmeshAgent.hasPath || zombieNavmeshAgent.velocity.sqrMagnitude == 0f)
                        {
                            hasReachedPatrolPoint = true;
                        }
                    }
                }
            }

            if (isPlayerWithinLos() == true)
            {
                spitZombieState = stateSZ.chasePlayerUntilInLos;
            }
            break;
        }
    }
    void Update()
    {
        switch(spitZombieState)
        {

            case stateSZ.sensedPlayerNearby:

                enemyZombAgent.SetDestination(playerTransform.position);
                
                if(fovScript.playerInFovSpotted==true)
                {
                    spitZombieState = stateSZ.attacking;
                    enemyZombAgent.isStopped = true;
                }

                break;
            case stateSZ.attacking:
                if (fovScript.playerInFovSpotted == true)
                {
                    attackScript.IzombieAttack();
                }
                else
                {
                    enemyZombAgent.isStopped = false;       // this is dangerous as we don't know where the NavMeshAgent destination is set to

                    if (checkPlayerInLineOfSight()==true){
                        spitZombieState = stateSZ.chasePlayerUntilInLos;
                    }else
                    {
                        spitZombieState = stateSZ.huntingPlayer;
                    }
                }
                break;

            case stateSZ.chasePlayerUntilInLos:

                if (checkPlayerInLineOfSight() == true)
                {
                    enemyZombAgent.SetDestination(playerTransform.position);

                    if (fovScript.playerInFovSpotted == true)
                    {
                        spitZombieState = stateSZ.attacking;
                        enemyZombAgent.isStopped = true;
                    }
                }
                else
                {
                    lastSpottedPlayerPosition = playerTransform.position;
                    spitZombieState = stateSZ.huntingPlayer;
                    enemyZombAgent.SetDestination(lastSpottedPlayerPosition);
                }

                break;

            case stateSZ.huntingPlayer:     // this state is kinda a bit whacky : 1. Go to last spotted player Position 2. Patrol in 4 directions for sometime 3. Back to roaming state


                if (enemyTransform.position == lastSpottedPlayerPosition)
                {
                    if (huntingTimer >= 0)
                    {
                        huntingTimer -= Time.deltaTime;
                        Vector3 randomDirection = Random.insideUnitSphere * huntRadius;
                        randomDirection = new Vector3(randomDirection.x, 0f, randomDirection.z);
                        randomDirection += transform.position;
                        NavMeshHit hit;
                        NavMesh.SamplePosition(randomDirection, out hit, huntRadius, 1);
                        lastSpottedPlayerPosition = hit.position;
                    }
                    else
                    {
                        huntingTimer = 10.0f;
                        spitZombieState = stateSZ.roaming;
                    }
                }
                else
                {
                    enemyZombAgent.SetDestination(lastSpottedPlayerPosition);
                }

                    if (checkPlayerInLineOfSight() == true)
                    {
                        huntingTimer = 10.0f;
                        spitZombieState = stateSZ.chasePlayerUntilInLos;
                    }                
               

                break;

            case stateSZ.roaming:

                if(waitTime>=3)
                {
                    if(newRoamingPosition== Vector3.zero)
                    {
                        newRoamingPosition = getRandomRoamingPosition();
                    }
                    else if (enemyTransform.position!=newRoamingPosition)
                    {
                        enemyZombAgent.velocity = newRoamingPosition - enemyTransform.position;
                        enemyTransform.forward = enemyZombAgent.velocity.normalized;
                    }
                    else if(enemyTransform.position == newRoamingPosition)
                    {
                        newRoamingPosition = Vector3.zero;
                        waitTime = 0;
                    }
                }else
                {
                    waitTime += Time.deltaTime;
                }

                break;

        }
    }