protected override void CheckTransitions(FiniteStateMachine controller) { // check if we should do a transistion if (playerSpotted) { ResetValues(); AttackState state = GetComponent <AttackState>(); state.StartAnimation(); controller.TransitionToState(state); return; } if (shouldIdle) { ResetValues(); audioSource.Stop(); IdleState state = GetComponent <IdleState>(); state.StartAnimation(); controller.TransitionToState(state); return; } }