If the player tank is close enough to attack our AI tank, we will rotate the turret object to face the player tank, and then start shooting. Then, if the player tank goes out of range, the tank goes back to the Patrol state:
protected void UpdateAttackState() { //Set the target position as the player position destPos = playerTransform.position; //Check the distance with the player tank float dist = Vector3.Distance(transform.position, playerTransform.position); if (dist >= 200.0f && dist < 300.0f) { //Rotate to the target point Quaternion targetRotation = Quaternion.LookRotation(destPos - transform.position); transform.rotation = Quaternion.Slerp( transform.rotation, targetRotation, Time.deltaTime * curRotSpeed); //Go Forward ...