public override void Update() { if (!bulletChosen) { CheckForBullets(); } if (chosenBullet) { enemy.movementController.Move((chosenBullet.transform.position - enemy.transform.position).normalized * enemy.HuntConfig.huntSpeed); if ((enemy.transform.position - chosenBullet.transform.position).sqrMagnitude < 10 * Time.deltaTime) { enemy.transform.position = chosenBullet.transform.position; enemy.IncreaseAmmo(); AmmoSpawner.INSTANCE.DeleteBullet(chosenBullet); chosenBullet = null; enemy.UpdateCurrentState(new PatrolState(character)); } } else { enemy.UpdateCurrentState(new PatrolState(character)); } }