void Monster_attack_States() { if (MonsterAttack) { switch (state) { case State.Attack: monster_base.SetMonsterAttack(); timer += Time.deltaTime; if (timer >= 1.7f) { timer = 0; state = State.Turning; reached_enemy = false; } break; case State.Turning: monster_controller.Backwards_Movement(); if (monsterf) { state = State.Busy; } break; case State.Busy: if (monsterf) { monster_base.SetMonsterWait(); MonsterAttackEnded = true; MonsterAttack = false; monsterf = false; } break; case State.Marching: monster_controller.Forward_Movement(); marching_Player = true; if (reached_enemy) { state = State.Attack; } break; } } }