async public virtual void AlertEnemy(int _destinationID) { if (stateMachine.GetEnemyState() != EnemyStates.CHASE) { stateMachine.ChangeEnemyState(EnemyStates.CHASE); } alertedPathNodes = pathService.GetShortestPath(currentNodeID, _destinationID); alertMoveCalled = 0; currentEnemyView.AlertEnemyView(); // Directions dirToLook = pathService.GetDirections(currentNodeID, alertedPathNodes[0]); //await currentEnemyView.RotateEnemy(GetRotation(dirToLook)); }