public override void Enter()
    {
        SM.DetermineAnimation(this.GetName());

        Boss.sp.color = Color.cyan;
        t             = 0;

        Boss.ClearTargets();

        switch (Boss.CurrentPhase)
        {
        case 1:
            MoveList = SM.MovesList_1;
            Duration = Boss.TimeBetweenAttacks_P1;
            break;

        case 2:
            MoveList = SM.MovesList_2;
            Duration = Boss.TimeBetweenAttacks_P2;
            break;

        case 3:
            MoveList = SM.MovesList_3;
            Duration = Boss.TimeBetweenAttacks_P3;
            break;

        default:
            break;
        }
    }
 public override void Enter()
 {
     Boss.sp.color = Color.green;
     Boss.ClearTargets();
     timer = 0;
     SM.DetermineAnimation(this.GetName());
 }
    /*private float DetermineDuration(CRT_State attack) // Set respective duration for the attack
     * {
     *  switch (attack.GetName())
     *  {
     *      case "Single":
     *          if (SM.comboActive)
     *              return Boss.PrepDur_Combo_fast;
     *          else
     *              return Boss.PrepDuration_Single;
     *      case "DoubleHoz":
     *          if (SM.comboActive)
     *              return Boss.PrepDur_Combo_medium;
     *          else
     *              return Boss.PrepDuration_Double;
     *      case "DoubleVer":
     *          if (SM.comboActive)
     *              return Boss.PrepDur_Combo_medium;
     *          else
     *              return Boss.PrepDuration_Double;
     *      default:
     *          return 0;
     *  }
     * }*/

    public override void Enter()
    {
        Boss.sp.color = Color.yellow;

        Location playerLoc = FindPlayer();                           // Find the location the player is occupying

        AttackToPerform = GetNextComboStep();                        // Determine which attack to perform (random, currently)
        //Duration = DetermineDuration(AttackToPerform); // Determine duration of the current attack
        Boss.targets = DetermineTargets(AttackToPerform, playerLoc); // Determine the target locations based on the current attack
        Boss.TargetLocations();                                      // Target (visually indicate - yellow) those locations
        SM.DetermineAnimation(AttackToPerform.GetName());
    }