public void TryToChaseTarget() { if (enemyMaster.myTarget != null && myNavMeshAgent != null && !enemyMaster.isNavPaused) { myNavMeshAgent.SetDestination(enemyMaster.myTarget.position); if (myNavMeshAgent.remainingDistance > myNavMeshAgent.stoppingDistance) { enemyMaster.CallEventEnemyWalking(); enemyMaster.CallEventFollowingPlayer(); enemyMaster.isOnRoute = true; Debug.Log("Disabling patrol."); myWanderAI.isWandering = false; patrollingAI.isPatrolling = false; } } }