protected override void Aggro() { if (Vector3.Distance(car.transform.position, transform.position) > aggroDistance * 4) { currentState = EnemyState.Idle; stateTimer = 0; } else if (MeeleAttack.ObjectWithTagWithinRange(cCollider.radius * transform.lossyScale.x, transform.position + (car.transform.position - transform.position).normalized * cCollider.radius * 2 * transform.lossyScale.x, gameObject, "Player")) { if (stateTimer > 3f) { currentState = EnemyState.Attack; var targ = car.transform.position; targ.y = transform.position.y; Quaternion rotato = Quaternion.LookRotation(targ - transform.position); transform.rotation = rotato; } } else { PathTo(car.transform.position, acceleration); } }