private IEnumerator State_AttackingEnemy() { _Agent.isStopped = true; _Agent.ResetPath(); float shootTimer = 0f; while (_TargetEnemy != null && _TargetEnemy.GetIsAlive()) { shootTimer += Time.deltaTime; transform.LookAt(_TargetEnemy.transform); transform.eulerAngles = new Vector3(0f, transform.eulerAngles.y, 0f); if (shootTimer >= _AttackCD) { shootTimer = 0; ShootLasersFromEyes(_TargetEnemy.transform.position + Vector3.up, _TargetEnemy.transform); } // Checks if the Health of the AI is lower than 33% CheckingIfHealthIsLow(); yield return(null); } _TargetEnemy = null; SetState(State_Idle()); }