PatrolState

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PatrolState:FSMState {

    public PatrolState(Transform[] ts)
    {
        state = State.Patrol;
        wayPonts = ts;
        turnSpeed = 6;
        moveSpeed = 280;
        FindNextPoint();
    }

    public override void Reason(Transform player, Transform aiObj)
    {
        if (Vector3.Distance(player.position, aiObj.position) < chaseDistance)
        {
            aiObj.GetComponent<FSMManager>().StateTransition(Transition.SeePlayer);
        }
    }

    public override void Action(Transform player, Transform aiObj)
    {
        if (Vector3.Distance(target, aiObj.position) < arriveDistance)
        {
            FindNextPoint();
        }
        Quaternion rotation = Quaternion.LookRotation(target - aiObj.position);
        aiObj.rotation = Quaternion.Slerp(aiObj.rotation, rotation, Time.deltaTime * turnSpeed);

        CharacterController cc = aiObj.GetComponent<CharacterController>();
        cc.SimpleMove(aiObj.forward * Time.deltaTime * moveSpeed);

        AnimationManagerEnemy animation = aiObj.GetComponent<AnimationManagerEnemy>();
        animation.curState = animationState.Move;
    }

}

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