public void UpdateState() { // Get Distance Apart between Player and Pet // m_PetsManager.SetDistanceApart((m_PetsManager.GetPlayer().GetComponent <Transform>().position - m_go.GetComponent <Transform>().position).magnitude); if (m_PetsManager.GetPlayer() != null) { // Pet will walk to Player m_go.GetComponent <Transform>().position = Vector2.MoveTowards(m_go.GetComponent <Transform>().position, m_PetsManager.GetPlayer().GetComponent <Transform>().position, Time.deltaTime * (m_PetsManager.MoveSpeed * 0.4f)); if (m_PetsManager.GetDistanceApart() <= m_PetsManager.GetHealRange()) { m_bHasHeal = false; } if (!m_bHasHeal) { // Count Down m_fHealTimer -= Time.deltaTime; if (m_fHealTimer <= 0f) { m_fHealTimer = 5f; // Heal Player m_bHasHeal = true; } } // Change State to GUARD when it has Healed Finish. if (m_bHasHeal) { // Heal Player if (m_PetsManager.GetPlayerStats().Health != m_PetsManager.GetPlayerStats().MaxHealth) { // Increase Player HP m_PetsManager.GetPlayerStats().Health += m_fAddPlayerHP; } m_bHasHeal = false; m_PetsManager.GetStateMachine().SetNextState("StateDeerGuard"); } } else { m_Player = GameObject.FindGameObjectWithTag("Player"); m_PetsManager.SetPlayer(m_Player); } }