IEnumerator STATE() { _inState = true; _stateOwner.AttackTaskChange(FCCommand.CMD.STATE_ENTER); if (_stateOwner.TargetAC) { _stateOwner.FaceToTarget(_stateOwner.TargetAC); } PlayAnimation(); _attackBase.AttackLastTime = _stateOwner.ACOwner.AniGetAnimationLength() * 1f / 3f; while (_inState) { if (!GameManager.Instance.GamePaused) { if (!_stateOwner.IsInAttackEndDelay) { _attackBase.AttackUpdate(); } } yield return(null); } _stateOwner.AttackTaskChange(FCCommand.CMD.STATE_QUIT); _stateOwner.ChangeState(); }