public void Wander()
    {
        wanderState = (fsm, gameObj) =>
        {
            pathfinder.Warp(transform.position);

            if (target != null)
            {
                stateMachine.Push(chaseState);
            }
            else if (inRange.GetRange() && Time.time > nextAttackTime)
            {
                stateMachine.Push(attackState);
            }
        };
    }