// Update is called once per frame void Update() { StateSetter(); switch (charaState) { case States.Moving: if (enemy && Vector2.Distance(transform.position, enemy.transform.position) <= chara.Vision && !enemy.IsDead) { CharacterCommands.SetPath(chara, enemy.transform.position); } else if (target) { CharacterCommands.SetPath(chara, target.position); } break; case States.Attacking: AttackState(); break; case States.Eating: EatState(); break; case States.Seeking: SeekState(); break; default: break; } }
void MoveState(Transform _target) { CharacterCommands.SetPath(chara, _target.position); }