public virtual void Update()
    {
        if (!_animationStarted)
        {
            return;
        }

        _animationElapsed -= Time.deltaTime;

        if (_animationElapsed >= 0)
        {
            return;
        }

        _animationStarted = false;
        _animationElapsed = 0;

        if (Alive)
        {
            return;
        }
        if (_deathAnimation)
        {
            MainAudioSource.PlayOneShot(ImpactClip);
            ResetEnemy();
            _gameController.OnTargetDestroy(20f);
            _deathAnimation = false;
        }
    }
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 public void Init()
 {
     mMainAudio = new MainAudioSource();
     mMainAudio.Init();
     mFightAudio = new FightAudioSource();
     mFightAudio.Init();
     mAudioDic.Add(BackGroundType.Main, mMainAudio);
     mAudioDic.Add(BackGroundType.Fight, mFightAudio);
 }
 public virtual void Show()
 {
     gameObject.SetActive(true);
     Alive = true;
     GetComponentInChildren <Animator>().SetBool("Dead", false);
     _animationElapsed = AnimationTime;
     _animationStarted = true;
     if (MainAudioSource != null && SpawnSound != null)
     {
         MainAudioSource.PlayOneShot(SpawnSound);
     }
 }
 public IEnumerator Auto()
 {
     IsFiring             = true;
     MainAudioSource.clip = AutoSound;
     MainAudioSource.Play();
     while (IsFiring)
     {
         if (currentEnergy < energyDecrease)
         {
             IsFiring = false;
         }
         ShootBullet();
         yield return(new WaitForSeconds(RecoilTime));
     }
     MainAudioSource.clip = Shot;
     MainAudioSource.Stop();
 }
 public IEnumerator Burst()
 {
     if (energyDecrease < currentEnergy)
     {
         IsFiring = true;
         for (var i = 0; i < FiringCycle; i++)
         {
             if (FiringMode != 3)
             {
                 MainAudioSource.PlayOneShot(Shot);
             }
             ShootBullet();
             yield return(new WaitForSeconds(RecoilTime));
         }
         IsFiring = false;
     }
 }
 private void LockOnTargetSound()
 {
     MainAudioSource.PlayOneShot(TargetLockSound);
 }