void Start() { enemy_patrol = GetComponent <EnemyPatrol>(); enemy_follow = GetComponent <EnemyFollow>(); enemy = GetComponent <Enemy>(); enemy.onDeath += OnDeath; if (vision_prefab) { GameObject vis = Instantiate(vision_prefab, GetEye(), Quaternion.identity); vis.transform.parent = transform; vision = vis.GetComponent <EnemyVision>(); vision.target = this; vision.vision_angle = vision_angle; vision.vision_range = vision_range; } ChangeState(EnemyLOSState.Patrol); }