private void Update() { switch (currentState) { case EnemyAIstates.Wander: enemy.isStopped = false; if (!enemy.pathPending && enemy.remainingDistance < 0.5f) { wonder.NextPoint(); } break; case EnemyAIstates.Target: enemy.isStopped = false; enemy.destination = pursuit.Pursuit(); break; case EnemyAIstates.Attack: timer -= Time.deltaTime; if (timer <= 0.0f) { attack.Attacking(); enemy.isStopped = true; // enemy.destination = enemy.transform.position; Debug.Log("In Range: Attacking has initiated"); timer = attackInterval; } break; } SwitchStates(); }