public void Update()
    {
        if (vision.CanSeePlayer())
        {
            timeGrannyLastSeen = Time.time;
        }

        if (path == null)
        {
            // We have no path to follow yet, so don't do anything
            return;
        }

        // Check in a loop if we are close enough to the current waypoint to switch to the next one.
        // We do this in a loop because many waypoints might be close to each other and we may reach
        // several of them in the same frame.
        reachedEndOfPath = false;
        // The distance to the next waypoint in the path
        float distanceToWaypoint;

        while (true)
        {
            // If you want maximum performance you can check the squared distance instead to get rid of a
            // square root calculation. But that is outside the scope of this tutorial.
            distanceToWaypoint = Vector3.Distance(transform.position, path.vectorPath[currentWaypoint]);
            if (distanceToWaypoint < nextWaypointDistance)
            {
                // Check if there is another waypoint or if we have reached the end of the path
                if (currentWaypoint + 1 < path.vectorPath.Count)
                {
                    currentWaypoint++;
                }
                else
                {
                    // Set a status variable to indicate that the agent has reached the end of the path.
                    // You can use this to trigger some special code if your game requires that.
                    reachedEndOfPath = true;
                    break;
                }
            }
            else
            {
                break;
            }
        }

        // Slow down smoothly upon approaching the end of the path
        // This value will smoothly go from 1 to 0 as the agent approaches the last waypoint in the path.
        var speedFactor = reachedEndOfPath ? Mathf.Sqrt(distanceToWaypoint / nextWaypointDistance) : 1f;

        // Direction to the next waypoint
        // Normalize it so that it has a length of 1 world unit
        Vector3 dir = (path.vectorPath[currentWaypoint] - transform.position).normalized;
        // Multiply the direction by our desired speed to get a velocity
        Vector3 velocity = dir * speed * speedFactor;



        if (Time.time - timeGrannyLastSeen < this.followTime)
        {
            followingGranny = true;
            path            = null;
            seeker.StartPath(transform.position, GrandmaController.GetInstance().transform.position, OnPathComplete);
        }
        else if (followingGranny && Time.time - timeGrannyLastSeen >= followTime)
        {
            followingGranny = false;
            path            = null;
            seeker.StartPath(transform.position, targetPositions[targetPositionIndex].position, OnPathComplete);
        }
        else if (isDistracted && reachedEndOfPath)
        {
            velocity = dir * 0;
            if (distractedTime == 0.0f)
            {
                distractedTime = Time.time;
            }
            else if (Time.time - distractedTime >= totalDistractedTime)
            {
                distractedTime = 0.0f;
                isDistracted   = false;
                targetPositionIndex--;
                PathToNextMarker();
            }
        }
        else if (reachedEndOfPath)
        {
            path = null;
            PathToNextMarker();
        }

        // Move the agent
        // Note that SimpleMove takes a velocity in meters/second, so we should not multiply by Time.deltaTime
        GetComponent <Rigidbody2D>().velocity = velocity;
    }