protected virtual void Wander(GameTime gameTime) { CurrentWanderTime = CurrentWanderTime.AddWithGameSpeed(gameTime.ElapsedGameTime); Enemy.BaseSpeed = WanderSpeed; if (CurrentWanderTime > (WanderIntervalTime ?? GameplayConstants.DefaultEnemyWanderInterval)) { SetWanderTarget(); } if (Target != null && Enemy.DistanceBetween(Target) < AggroRange - GameplayConstants.AggroRangeBuffer) { State = EnemyStates.Chasing; } Enemy.Velocity = Enemy.Facing.Normalized(); }