public override void Update() { base.Update(); if (_entityData.isStun) { return; } if (_isDetectingWall) { _boss1._idleState.setFlipAfterIdle(true); _stateMachine.ChangeState(_boss1._idleState); } else if (_isDetectingPlayer) { _stateMachine.ChangeState(_boss1._playerDetectState); } else { if (_entityData.slowOverArea) { _boss1.Move(_entityData.speedWhenSlowedArea); } else { if (_entityData.isSlowed) { _boss1.Move(_entityData.speedWhenSlowed); } else if (_entityData.isStun) { return; } else { _boss1.Move(_entityData.movementSpeed); } } } }