void SetAttack(){ currstate = B2State.Attack; attackblink = 60; }
void SetDie(){ timer = 60; currstate = B2State.Die; }
void SetChaseContinue(){ currstate = B2State.Chase; }
void SetChaseStart(){ timer = 300; currstate = B2State.Chase; transform.position = new Vector2(startx, starty); dir_x = 0; dir_y = 0; }
void SetSummon(){ timer = 300; currstate = B2State.Summon; dir_x = 0; dir_y = 0; transform.position = new Vector2(summonx, summony); }
// End void SetIdle(){ timer = 40; currstate = B2State.Idle; dir_x = 0; dir_y = 0; }
void SetDie(){ timer = 60; Destroy (this); Destroy (this.gameObject); float vol = Random.Range (volLowRange, volHighRange); source.PlayOneShot(dieSound,vol); currstate = B2State.Die; }