Yeah, the approach you described is pretty close to what I’m trying to implement currently, I couldn’t say it any better.
Thank you for providing the link, however, for this specific enemy, it might be an overkill to introduce an additional AI mechanism into the project; I think a simple state machine will get the job done, it might require a bit more time to calibrate each state to balance the overall difficulty though!
Thanks again for the reply, see you around! >.0