// Update is called once per frame void Update() { if (!health.IsAlive) { return; } if (IsAggravated() && fighter.CanAttack(player)) { timeSinceLastSawPlayer = 0f; fighter.AttackTheTarget(player); AggravateNearbyEnemies(); } else if (timeSinceLastSawPlayer < suspectTime) { actionSchedule.CancelAllControls(); } else { PatrolBehaviour(); } timeSinceLastSawPlayer += Time.deltaTime; timeSinceStop += Time.deltaTime; timeSinceAggravated += Time.deltaTime; }