private void Update() { switch (currentState) { case EnemyAIstates.Wander: enemy.destination = wonder.Wandering(); // Debug.Log("Player not seen: returning to wonder"); break; case EnemyAIstates.Target: enemy.destination = pursuit.Pursuit(); // Debug.Log("Out of Range: Target not reachable; Continuing pursuit"); break; case EnemyAIstates.Attack: attack.Attacking(); enemy.destination = transform.position; // Debug.Log("In Range: Attacking has initiated"); break; } SwitchStates(); Debug.DrawLine(enemy.destination, enemy.gameObject.transform.position, Color.blue); }