private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { StopCoroutine(ForgetPlayer()); if (aiCharacter.CurrentAIState != AIState.Chasing) { //Change AIState once a player is in the Vision field of vision aiCharacter.SetAIState(AIState.Chasing); GetComponentInParent <AIChasing>().SetTargetToChase(other.transform); //ChangeToLongerCone(); shoutZone.AlertNearbyAgents(other.transform); } //the AI is still chasing, but checking to see if player is still within their visioncone else { GetComponentInParent <AIChasing>().IsTargetStillInView = true; } } }