public IState Update() { if (playerFound) { return(new HEnemyChase(character)); } if (waitTime >= 0f) { waitTime -= Time.deltaTime; return(null); } else { // Turn around and walk character.data.isFacingRight = !character.data.isFacingRight; Vector3 spritePos = character.GetComponentInChildren <SpriteRenderer>().transform.localPosition; spritePos.x = -spritePos.x; character.GetComponentInChildren <SpriteRenderer>().transform.localPosition = spritePos; return(new HEnemyWalk(character)); } }