void Update() { //only perform the behavior if in water if (inWater) { //over ride behaviors if there is food if (food && state != State.Happy) { BehaveFood(); } else { //Behave based on state if (state == State.Happy) { BehaveHappy(); } else if (state == State.Hungry) { BehaveHungry(); } else if (state == State.Hunting) { BehaveHunting(); } } } //check if w has changed if (myHyper.w != curW) { //dont alert for the first time since the fish starts out not knowing its w if (curW != -1) { fishManager.alertMove(gameObject, myHyper.w); } curW = myHyper.w; } }