//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- // HandleVulnerableState() //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- void HandleVulnerableState() { if (currentState == BossState.Vulnerable) { _enemy1.LateDestroy(); _enemy1.LateRemove(); _enemy2.LateDestroy(); _enemy2.LateRemove(); _enemy3.LateDestroy(); _enemy3.LateRemove(); stepV = stepV + 1; if (stepV > animationDrawsBetweenFramesV) { NextFrame(); stepV = 0; countFramesV = countFramesV + 1; AllFrames = AllFrames + 1; } } }