private void SwitchStates() { dis = Vector3.Distance(enemy.transform.position, player.position); if (dis < minDis) { currentState = EnemyAIstates.Attack; } else if (dis > minDis && dis < maxDis) { currentState = EnemyAIstates.Target; } else { currentState = EnemyAIstates.Wander; } }
private void SwitchStates() { if (player != null) { dis = Vector3.Distance(enemy.transform.position, player.position); if (dis < minDis) { currentState = EnemyAIstates.Attack; Debug.Log("Attack"); } else if (dis > minDis && dis < maxDis) { currentState = EnemyAIstates.Target; Debug.Log("Target"); } else { currentState = EnemyAIstates.Wander; Debug.Log("Wander"); } } }