/// <summary> /// /// </summary> /// <param name="s"></param> void CheckSkillDistance(AIState s) { // if(s == AIState.CHECKING_SKILL_DISTANCE) // { //Declaring local variables bool inRange = false; //Call the helper function to determine how many player unit //objects are within the current skill range. units = CheckUnitsInProximity(skillHandler.AttackRangeValue()); if (units.Count > 0) { unitSquaredDistances = CreateListOfSquaredMagnitudes(units); inRange = skillHandler.IsSkillInRange(unitSquaredDistances[0]); } golemBrain.PopState(); if (inRange) { golemBrain.PushState(AIState.EXECUTING_SKILL); } else if (isSprinting) { golemBrain.PushState(AIState.SPRINTING); } //If the above two statements are not met, //then go to the default state - moving else { skillPicked = false; } // } }