//State changing away from PURSUE void CheckTorch() { if (currentAgent.isWillInTorchLight() == false) { protonBeam.fire = false; pBeam.SetActive(false); currentAgent.anim.SetBool("shoot", false); timer = 0; //Change colour of torch cone to green Color myColor = new Color(0.03f, 0.16f, 0.06f); currentAgent.torchCone.GetComponent <Renderer>().material.SetColor("_TintColor", myColor); //Will is now out of sight - go to where you last saw Will currentAgent.AddPointOfInterest(currentAgent.target.transform.position); //Check for points of interest if (currentAgent.CheckForPOI() == true) { currentStateMachine.ChangeState(currentAgent, new GPATROL_Alerted()); } else { //Default to wander if all else fails currentStateMachine.ChangeState(currentAgent, new GPATROL_Wander()); } //More state changing to come } }