void ChangeToPatrolling()
 {
     state = EnemyAIStates.Patrolling;
     GetComponent <Renderer>().material.color = new Color(1.0f, 0.0f, 0.0f);
     SelectRandomPatrolPoint();
     playerOfInterest = null;
 }
 protected void SwitchToPatrolling()
 {
     state = EnemyAIStates.Partolling;
     GetComponent <Renderer>().material.color = new Color(0.0f, 1.0f, 0.0f);
     SelectRandomPatrolPoint();
     playerOfInterest = null;
 }
 protected void SwitchToChasing(GameObject target)
 {
     state = EnemyAIStates.Chasing;
     GetComponent <Renderer>().material.color = new Color(1.0f, 1.0f, 0.0f);
     playerOfInterest = target;
 }
 protected void SwitchToAttacking(GameObject target)
 {
     state = EnemyAIStates.Attacking;
     GetComponent <Renderer>().material.color = new Color(0.0f, 0.0f, 1.0f);
 }
 void ChangeToAttacking(GameObject target)
 {
     state = EnemyAIStates.Attacking;
     GetComponent <Renderer>().material.color = new Color(1.0f, 0.0f, 0.0f);
 }
 protected void SwitchToChasing(GameObject target)
 {
     state = EnemyAIStates.Chasing;
     GetComponent<Renderer>().material.color = new Color(1.0f, 1.0f, 0.0f);
     playerOfInterest = target;
 }
 protected void SwitchToAttacking(GameObject target)
 {
     state = EnemyAIStates.Attacking;
     GetComponent<Renderer>().material.color = new Color(0.0f, 0.0f, 1.0f);
 }
 protected void SwitchToPatrolling()
 {
     state = EnemyAIStates.Partolling;
     GetComponent<Renderer>().material.color = new Color(0.0f, 1.0f, 0.0f);
     SelectRandomPatrolPoint();
     playerOfInterest = null;
 }
 void ChangeToIdle(GameObject target)
 {
     state = EnemyAIStates.Idle;
     GetComponent <Renderer>().material.color = new Color(1.0f, 1.0f, 1.0f);
     playerOfInterest = target;
 }