void FixedUpdate() { GetVisionTargets(); GetBehaviorPriority(); Vector3 accel = Vector3.zero; switch (behaviorState) { case BehaviorState.WANDER: accel = steering.GetSteeringWander(); break; case BehaviorState.SEEK: accel = steeringBasics.SeekEnemy(faction2.transform.position); break; case BehaviorState.ARRIVE: accel = Arrive(); break; case BehaviorState.FLEE: accel = steering.GetSteeringFlee(faction2.transform.position); break; case BehaviorState.FLOCK: accel = steering.Flock(accel); break; case BehaviorState.CAPTURE: accel = Capture(); break; default: Debug.Log("Unknown State"); break; } steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }