Patrol state, the enemy should wander the environment and look for the player. This state can be entered from the
Idle state, after the idle animation is completed, and also from the
Chase state, if the enemy loses sight of the player during a chase. Patrol involves a looping logic. Specifically, the enemy should pick a random destination somewhere on the navigation mesh and then travel to that destination. When the destination is reached, the process should repeat and so on. The only condition that causes the enemy to leave this state is a sighting of the player, which demands a
Though simple to explain, this state relies on two more complex issues: first, a random location must be selected and second, ...