public override void Update(EnemyAgent agent)
 {
     //check if target still in attack range if yes attack again after ending the attack animation
     agent.SetPlayerTarget();
     if (Vector3.Distance(agent.GetNavMeshAgent().destination, agent.transform.position) < agent.GetAttackRange())
     {
         if (agent.GetCurrentTimeBtwAttacks() <= 0)
         {
             agent.Attack();
         }
         else
         {
             agent.AdjustAttackTime();
         }
     }
     else
     {
         agent.SetState(FollowPlayerState.GetInstance());
     }
 }
    public override void Update(EnemyAgent agent)
    {
        //update position of the player
        agent.SetPlayerTarget();

        if (Vector3.Distance(agent.GetNavMeshAgent().destination, agent.transform.position) < agent.GetAttackRange() + 0.5f)
        {
            agent.SetState(AttackState.GetInstance());
        }
        if (Vector3.Distance(agent.GetNavMeshAgent().destination, agent.transform.position) > agent.GetFollowRange() + 0.5f)
        {
            if (agent.GetIsWaveEnemy() == false)
            {
                agent.SetState(PatrolState.GetInstance());
            }
            else
            {
                agent.SetState(ChargeBaseState.GetInstance());
            }
        }
    }
 public override void Enter(EnemyAgent agent)
 {
     agent.GetNavMeshAgent().isStopped = false;
     agent.SetPlayerTarget();
 }