private void transitionToRunToCenter()
 {
     aiPath.canMove    = true;
     aiPath.target     = roomCenter.transform;
     rb2d.constraints &= ~RigidbodyConstraints2D.FreezePosition;
     state             = CyclopsState.RunToCenter;
 }
 private void transitionToLaserState()
 {
     state           = CyclopsState.Laser;
     laserTimer      = 0f;
     laserTime       = 12f;
     isLaserFinished = false;
 }
 public void handleFinishSummon()
 {
     state = CyclopsState.Idle;
     an.SetBool("isIdle", true);
 }
 public void handleSummon()
 {
     state = CyclopsState.Summon;
     StartFireCircle();
 }
 private void transitionToPlantTotems()
 {
     currentTotemPlantIndex = -1;
     state = CyclopsState.PlantTotems;
     an.SetBool("isWalking", true);
 }
 public void handleLaserSnakes()
 {
     state = CyclopsState.LaserSnakes;
 }