private void OnTriggerStay(Collider other) { if (other.tag == "RunningNPC") { NonPlayerCharacter nonPlayer = other.gameObject.GetComponent <NonPlayerCharacter>(); other.gameObject.tag = "EscapeNPC"; StartCoroutine(nonPlayer.ChangeState()); } if (other.tag == "Enemy") { EnemyCharacter nonPlayer = other.gameObject.GetComponent <EnemyCharacter>(); other.gameObject.tag = "AttackEnemy"; nonPlayer.ChangeState(playHitPoint); } }