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; }