// Update is called once per frame
    void Update()
    {
        // Debug.Log(target.position);

        bool findTarget = targetScanner.Detect(transform, player.transform);

        NowPosition = transform.position;
        float distance_follow = Vector3.Distance(target.position, OriginPosition);     //player与怪物初始位置的距离
        float distance_look   = Vector3.Distance(target.position, transform.position); //怪物与player的距离

        if (findTarget && distance_follow <= followRadius)
        {
            anim.SetTrigger("Spotted");
            anim.SetBool("Grounded", true);
            anim.SetBool("InPursuit", true);
            //if(distance_look<=1.8){
            FaceTarget();
            agent.SetDestination(target.position);    // 追踪目标
            //}
        }
        else
        {
            anim.SetBool("InPursuit", false);
            agent.SetDestination(OriginPosition);//怪物回到初始位置
            Vector3 toBase = OriginPosition - transform.position;
            toBase.y = 0;
            anim.SetBool("NearBase", toBase.sqrMagnitude < 2 * 2f);
        }

        if ((player.transform.position - this.transform.position).sqrMagnitude < 5)
        {
            anim.SetTrigger("Attack");
        }
    }
    // Update is called once per frame
    void Update()
    {
        bool findTarget = targetScanner.Detect(transform, player.transform);//扫描目标


        NowPosition = transform.position;
        float distance_follow = Vector3.Distance(target.position, OriginPosition);     //player与怪物初始位置的距离
        float distance_look   = Vector3.Distance(target.position, transform.position); //怪物与player的距离

        anim.SetFloat("Attack", distance_look);
        //Debug.Log(distance_look);
        if (findTarget && distance_follow <= followRadius)
        {
            anim.SetBool("InPursuit", true);
            agent.SetDestination(target.position);// 追踪目标
            Debug.Log(isAttacking);
            if (distance_look <= stopDistance || isAttacking)
            {
                if (faceTarget)
                {
                    FaceTarget();
                }
                agent.SetDestination(transform.position);
            }
        }
        else
        {
            anim.SetBool("InPursuit", false);
            agent.SetDestination(OriginPosition);//怪物回到初始位置
            Vector3 toBase = OriginPosition - transform.position;
            toBase.y = 0;
            anim.SetBool("NearBase", toBase.sqrMagnitude < 2 * 2f);
        }

        if (playerHealth.isDead)
        {
            agent.SetDestination(OriginPosition);//怪物回到初始位置
            anim.SetFloat("Attack", 10f);
        }
    }
 public void ScanTarget()
 {
     Target = playerScanner.Detect(this.transform, false);
 }