예제 #1
0
 // Use this for initialization
 void Start()
 {
     phase  = 0;
     phase1 = this.gameObject.GetComponent <Phase1>();
     phase2 = this.gameObject.GetComponent <Phase2>();
     phase3 = this.gameObject.GetComponent <Phase3>();
     phase4 = this.gameObject.GetComponent <Phase4>();
     phase5 = this.gameObject.GetComponent <Phase5>();
 }
예제 #2
0
 private void Start()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
예제 #3
0
    void Start()
    {
        anim   = GetComponent <Animator>();
        ag     = GetComponent <NavMeshAgent>();
        p      = FindObjectOfType <Player>();
        w      = GetComponentInChildren <Weapon>();
        health = GetComponent <EnemyHealth>();
        //バトルはステップに別れています、リストのなかでステップを作る
        BossPhase phase1 = new Phase1(ag, anim, state, w, p, transform, this);
        BossPhase phase2 = new Phase2(ag, anim, state, w, p, transform, this);
        BossPhase phase3 = new Phase3(ag, anim, state, w, p, transform, this);

        phases.Add(phase1);
        phases.Add(phase2);
        phases.Add(phase3);
        //スポーンポジションを登録する
        startPos = transform.position;
        smoke    = GetComponentInChildren <ParticleSystem>();
        //現在phaseの設定
        currentPhase = phases[phaseIndex];
        //phaseエントリー
        currentPhase.EnterState();
        wp = GetComponentInChildren <Weapon>();
        //スポンサー設定
        Transform[] allChildren = GetComponentsInChildren <Transform>();
        foreach (var c in allChildren)
        {
            if (c.gameObject.name == "KnifeSpawner")
            {
                knifeSpawner = c.transform;
            }
            else if (c.gameObject.name == "MagicSpawner")
            {
                magicSpawner = c.transform;
            }
        }
        //スポーンprefab
        enemy = enemyToSpawn;
    }
예제 #4
0
    void Update()
    {
        if (BossClass.instance.Health > 600)
        {
            switch (currentState)
            {
            case Phase1.Intro:
                if (BossClass.instance.playIntro)
                {
                    ChangeAnimationState("SlimeBoss_Intro");
                    if (counter > 0)
                    {
                        counter -= Time.deltaTime;
                    }
                    else
                    {
                        currentState = Phase1.Idle;
                        counter      = phase1Idle;
                    }
                }
                break;

            case Phase1.Idle:
                ChangeAnimationState("SlimeBoss_Idle");

                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                }
                else
                {
                    counter      = jumpTime;
                    currentState = Phase1.Jump;
                }
                break;

            case Phase1.Shooting:

                ChangeAnimationState("SlimeBoss_Idle");

                if (shootPhaseBegginBreakCounter > 0)
                {
                    shootPhaseBegginBreakCounter -= Time.deltaTime;
                }
                else
                {
                    if (counter > 0)
                    {
                        counter -= Time.deltaTime;

                        shootingPhaseBreakBetweenPhaseCounter -= Time.deltaTime;

                        //beggin break; 1
                        if (shootPhaseBegginBreakCounter < 0)
                        {
                            if (shootingPhaseBreakBetweenPhaseCounter > 0)
                            {
                                if (shootCounter > 0)
                                {
                                    shootCounter -= Time.deltaTime;
                                }
                                else
                                {
                                    foreach (Transform t in shootingFirePoints)
                                    {
                                        Instantiate(projectile, t.position, t.rotation);
                                    }
                                    shootCounter = breaksBetweenShoots;
                                }
                            }
                        }
                        else
                        {
                            shootPhaseBegginBreakCounter -= Time.deltaTime;
                        }
                    }
                    else
                    {
                        shootingPhaseBreakBetweenPhaseCounter = shootPhase1Time - shootingPhaseEndBreak;
                        //beggin break
                        shootPhaseBegginBreakCounter = shootPhaseBegginBreak;

                        counter      = jumpTime;
                        currentState = Phase1.Jump;
                    }
                }



                break;

            case Phase1.Jump:
                ChangeAnimationState("SlimeBoss_Jump");

                if (counter > 0)
                {
                    transform.position = Vector2.MoveTowards(transform.position, player.transform.position, activeSpeed * Time.deltaTime);
                    counter           -= Time.deltaTime;
                }
                else
                {
                    currentState = Phase1.Landing;
                    counter      = landingTime;
                }


                break;

            case Phase1.Landing:

                if (canShakeCamera)
                {
                    CameraShaker.ShakeStrong(landingTime, .15f);
                    canShakeCamera = false;
                }

                if (dontShoot == false)
                {
                    foreach (Transform t in landingShootFirePoints)
                    {
                        Instantiate(projectile, t.position, t.rotation);
                    }

                    dontShoot = true;
                }

                ChangeAnimationState("SlimeBoss_Landing");



                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                }
                else
                {
                    dontShoot = false;


                    canShakeCamera = true;

                    if (currentJumps == howManyTimesToJump)
                    {
                        currentJumps = 0;
                        counter      = shootPhase1Time;
                        currentState = Phase1.Shooting;
                    }
                    else
                    {
                        currentState = Phase1.Jump;
                        counter      = jumpTime;
                        currentJumps++;
                    }
                }

                break;
            }
        }
        else
        {
            if (hasCounterBeenSet == false)
            {
                counter           = Phase2introTime;
                hasCounterBeenSet = true;
            }

            switch (phase2CurrentState)
            {
            case Phase2.Intro:
                ChangeAnimationState("SlimeBoss_Stage 2 Intro");

                if (canShakeCamera)
                {
                    CameraShaker.ShakeStrong(Phase2introTime, .35f);
                    canShakeCamera = false;
                }

                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                }
                else
                {
                    canShakeCamera = true;

                    activeSpeed = Phase2speed;

                    counter      = Phase2Idle;
                    shootCounter = Phase2breaksBetweenShoots;

                    shootingPhaseBreakBetweenPhaseCounter = Phase2shootPhase1Time - Phase2shootingPhaseEndBreak;

                    shootPhaseBegginBreakCounter = Phase2shootPhaseBegginBreak;



                    phase2CurrentState = Phase2.Idle;
                }

                break;

            case Phase2.Idle:

                ChangeAnimationState("SlimeBoss_Idle Stage 2");

                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                }
                else
                {
                    counter            = Phase2jumpTime;
                    phase2CurrentState = Phase2.Jump;
                }
                break;

            case Phase2.Shooting:

                ChangeAnimationState("SlimeBoss_Idle Stage 2");

                //rotate
                allFirePoints.Rotate(Vector3.forward * speedToRotateAroundSpiral * Time.deltaTime);

                if (shootPhaseBegginBreakCounter > 0)
                {
                    shootPhaseBegginBreakCounter -= Time.deltaTime;
                }
                else
                {
                    if (counter > 0)
                    {
                        counter -= Time.deltaTime;

                        shootingPhaseBreakBetweenPhaseCounter -= Time.deltaTime;

                        if (shootPhaseBegginBreakCounter < 0)
                        {
                            //shootingPhaseBreakBetweenPhaseCounter;

                            if (shootingPhaseBreakBetweenPhaseCounter > 0)
                            {
                                if (shootCounter > 0)
                                {
                                    shootCounter -= Time.deltaTime;
                                }
                                else
                                {
                                    foreach (Transform t in Phase2shootingFirePoints)
                                    {
                                        Instantiate(projectile, t.position, t.rotation);
                                    }
                                    shootCounter = Phase2breaksBetweenShoots;
                                }
                            }
                        }
                        else
                        {
                            shootingPhaseBreakBetweenPhaseCounter -= Time.deltaTime;
                        }
                    }
                    else
                    {
                        shootingPhaseBreakBetweenPhaseCounter = Phase2shootPhase1Time - Phase2shootingPhaseEndBreak;

                        shootPhaseBegginBreakCounter = Phase2shootPhaseBegginBreak;

                        counter = Phase2jumpTime;
                        allFirePoints.rotation = Quaternion.identity;
                        phase2CurrentState     = Phase2.Jump;
                    }
                }



                break;

            case Phase2.Jump:
                ChangeAnimationState("SlimeBoss_Stage 2 Jump");

                if (counter > 0)
                {
                    transform.position = Vector2.MoveTowards(transform.position, player.transform.position, activeSpeed * Time.deltaTime);
                    counter           -= Time.deltaTime;
                }
                else
                {
                    phase2CurrentState = Phase2.Landing;
                    counter            = Phase2landingTime;
                }


                break;

            case Phase2.Landing:

                if (canShakeCamera)
                {
                    CameraShaker.ShakeStrong(landingTime, .15f);
                    canShakeCamera = false;
                }

                if (dontShoot == false)
                {
                    foreach (Transform t in Phase2landingShootFirePoints)
                    {
                        Instantiate(projectile, t.position, t.rotation);
                    }

                    dontShoot = true;
                }

                ChangeAnimationState("SlimeBoss_Landing Stage 2");



                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                }
                else
                {
                    dontShoot = false;

                    canShakeCamera = true;

                    if (currentJumps == Phase2howManyTimesToJump)
                    {
                        currentJumps       = 0;
                        counter            = Phase2shootPhase1Time;
                        phase2CurrentState = Phase2.Shooting;
                    }
                    else
                    {
                        phase2CurrentState = Phase2.Jump;
                        counter            = Phase2jumpTime;
                        currentJumps++;
                    }
                }

                break;
            }
        }
    }
예제 #5
0
 void Start()
 {
     actualBoss = transform.parent.gameObject.GetComponent <Phase2>();
     InvokeRepeating("Spit", 5f, 10f);
 }
예제 #6
0
    void Update()
    {
        if (BossClass.instance.Health > 1000)
        {
            switch (currentState)
            {
            case Phase1.Intro:
                if (BossClass.instance.playIntro)
                {
                    if (counter > 0)
                    {
                        counter -= Time.deltaTime;
                    }
                    else
                    {
                        currentState = Phase1.GatlingGun;
                        counter      = gatlingGunTime;
                    }
                }

                break;

            case Phase1.GatlingGun:
                if (counter > 0)
                {
                    counter -= Time.deltaTime;

                    activeSpeed = speedWhenGuntlingGun;

                    transform.position = Vector2.MoveTowards(transform.position, player.transform.position, activeSpeed * Time.deltaTime);

                    if (shootCounter > 0)
                    {
                        shootCounter -= Time.deltaTime;
                    }
                    else
                    {
                        foreach (Transform t in gatlingGunFirePoints)
                        {
                            Instantiate(gatlingGunBullet, t.position, t.rotation);
                        }
                        shootCounter = gatlingGunShootingBreaks;
                    }
                }
                else
                {
                    currentState = Phase1.Idle;
                    counter      = idleTime;
                }
                break;

            case Phase1.Idle:
                if (counter > 0)
                {
                    counter -= Time.deltaTime;

                    waitTimeCounter -= Time.deltaTime;

                    if (waitTimeCounter < 0)
                    {
                        if (hasShootCircle == false)
                        {
                            foreach (Transform t in allFirePoints)
                            {
                                Instantiate(gatlingGunBullet, t.position, t.rotation);
                            }
                            hasShootCircle = true;
                        }
                    }
                }
                else
                {
                    waitTimeCounter = waitTimeBeforeShooting;
                    hasShootCircle  = false;
                    currentState    = Phase1.Dash;
                    counter         = dashTime;
                }
                break;

            case Phase1.Dash:

                if (counter > 0)
                {
                    counter -= Time.deltaTime;

                    if (dashBreaksCounter > 0)
                    {
                        if (dashCircle == false)
                        {
                            foreach (Transform t in allFirePoints)
                            {
                                Instantiate(bulletRight, t.position, t.rotation);
                            }
                            dashCircle = true;
                        }

                        dashBreaksCounter -= Time.deltaTime;
                    }
                    else
                    {
                        activeSpeed = dashSpeed;

                        if (hasPickedPoint == false)
                        {
                            randomMovePoint = Random.Range(0, dashMovePoints.Length);
                            hasPickedPoint  = true;
                        }


                        transform.position = Vector2.MoveTowards(transform.position, dashMovePoints[randomMovePoint].position, activeSpeed * Time.deltaTime);
                        if (Vector2.Distance(transform.position, dashMovePoints[randomMovePoint].position) < 0.1f)
                        {
                            Debug.Log("okay");
                            dashBreaksCounter = dashBreaks;
                            hasPickedPoint    = false;
                            dashCircle        = false;
                        }
                    }
                }
                else
                {
                    currentState = Phase1.GatlingGun;
                    counter      = gatlingGunTime;
                }

                break;
            }
        }
        else
        {
            if (hasCounterBeenSet == false)
            {
                counter           = phase2introTime;
                hasCounterBeenSet = true;
            }

            switch (phase2CurrentState)
            {
            case Phase2.Intro:
                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                    if (shouldFade)
                    {
                        book.color = new Color(book.color.r, book.color.g, book.color.b, Mathf.MoveTowards(book.color.a, 1f, bookVisibleSpeed * Time.deltaTime));
                        if (book.color.a == 1f)
                        {
                            shouldFade = false;
                        }
                    }
                }
                else
                {
                    hasPickedPoint          = false;
                    dashCircle              = false;
                    dashBreaksCounter       = phase2DashBreaks;
                    phase2NightShootCounter = nightShootAttackBreaks;
                    counter            = phase2NightStartTime;
                    phase2CurrentState = Phase2.NightStart;
                    shouldFade         = true;
                }
                break;

            case Phase2.Idle:

                break;

            case Phase2.NightStart:

                if (counter > 0)
                {
                    counter -= Time.deltaTime;

                    if (shouldFade)
                    {
                        book.color   = new Color(book.color.r, book.color.g, book.color.b, Mathf.MoveTowards(book.color.a, 0f, bookVisibleSpeed * Time.deltaTime));
                        bodySR.color = new Color(bodySR.color.r, bodySR.color.g, bodySR.color.b, Mathf.MoveTowards(bodySR.color.a, 0f, bookVisibleSpeed * Time.deltaTime));

                        if (bodySR.color.a == 0f)
                        {
                            shouldFade = false;
                        }
                    }
                }
                else
                {
                    collider.enabled   = false;
                    shouldFade         = true;
                    counter            = phase2NightAttackTime;
                    phase2CurrentState = Phase2.NightAttack;
                }
                break;


            case Phase2.NightAttack:

                if (counter > 0)
                {
                    counter -= Time.deltaTime;

                    Vector2 tempPos = nightPhaseFirePointLeft.transform.position;

                    tempPos.y = Mathf.MoveTowards(nightPhaseFirePointLeft.transform.position.y, player.transform.position.y, speedToMoveFirePoint * Time.deltaTime);

                    Vector2 tempPosRight = nightPhaseFirePointRight.transform.position;

                    tempPosRight.y = Mathf.MoveTowards(nightPhaseFirePointRight.transform.position.y, player.transform.position.y, speedToMoveFirePoint * Time.deltaTime);

                    nightPhaseFirePointLeft.transform.position  = tempPos;
                    nightPhaseFirePointRight.transform.position = tempPosRight;

                    if (phase2NightShootCounter > 0)
                    {
                        phase2NightShootCounter -= Time.deltaTime;
                    }
                    else
                    {
                        Instantiate(bulletRight, nightPhaseFirePointLeft.transform.position, nightPhaseFirePointLeft.transform.rotation);
                        Instantiate(bossBulletLeft, nightPhaseFirePointRight.transform.position, nightPhaseFirePointLeft.transform.rotation);

                        phase2NightShootCounter = nightShootAttackBreaks;
                    }
                }
                else
                {
                    counter            = phase2GoVisible;
                    phase2CurrentState = Phase2.GoVisible;
                }

                break;

            case Phase2.GoVisible:

                if (counter > 0)
                {
                    collider.enabled = true;

                    counter -= Time.deltaTime;

                    if (shouldFade)
                    {
                        book.color   = new Color(book.color.r, book.color.g, book.color.b, Mathf.MoveTowards(book.color.a, 1f, bookVisibleSpeed * Time.deltaTime));
                        bodySR.color = new Color(bodySR.color.r, bodySR.color.g, bodySR.color.b, Mathf.MoveTowards(bodySR.color.a, 1f, bookVisibleSpeed * Time.deltaTime));

                        if (bodySR.color.a == 1f)
                        {
                            shouldFade = false;
                        }
                    }
                }
                else
                {
                    counter            = phase2DashTime;
                    phase2CurrentState = Phase2.Dash;
                    shouldFade         = true;
                }


                break;

            case Phase2.Dash:

                if (counter > 0)
                {
                    counter -= Time.deltaTime;

                    if (dashBreaksCounter > 0)
                    {
                        if (dashCircle == false)
                        {
                            foreach (Transform t in allFirePoints)
                            {
                                Instantiate(bulletRight, t.position, t.rotation);
                            }

                            Instantiate(bigBall, transform.position, transform.rotation);

                            dashCircle = true;
                        }

                        dashBreaksCounter -= Time.deltaTime;
                    }
                    else
                    {
                        activeSpeed = phase2DashSpeed;

                        if (hasPickedPoint == false)
                        {
                            randomMovePoint = Random.Range(0, dashMovePoints.Length);
                            hasPickedPoint  = true;
                        }


                        transform.position = Vector2.MoveTowards(transform.position, dashMovePoints[randomMovePoint].position, activeSpeed * Time.deltaTime);
                        if (Vector2.Distance(transform.position, dashMovePoints[randomMovePoint].position) < 0.1f)
                        {
                            Debug.Log("okay");
                            dashBreaksCounter = dashBreaks;
                            hasPickedPoint    = false;
                            dashCircle        = false;
                        }
                    }
                }
                else
                {
                    phase2CurrentState = Phase2.NightStart;
                    counter            = phase2NightStartTime;
                }

                break;
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (BossClass.instance.Health > 1250)
        {
            switch (currentState)
            {
            case Phase1.Intro:

                if (BossClass.instance.playIntro)
                {
                    ChangeAnimationState("SpookyWood_Intro");

                    if (counter > 0)
                    {
                        counter -= Time.deltaTime;
                    }
                    else
                    {
                        currentState = Phase1.Stay;
                        counter      = stayTime;
                    }
                }

                break;



            case Phase1.Stay:

                ChangeAnimationState("SpookyWood_Idle");

                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                }
                else
                {
                    currentState = Phase1.ChaseWithBothHandsShooting;
                    counter      = chaseWithBothHandsShootingTime;
                }

                break;

            case Phase1.ChaseWithBothHandsShooting:

                ChangeAnimationState("SpookyWood_Walk");

                if (counter > 0)
                {
                    counter -= Time.deltaTime;

                    transform.position = Vector2.MoveTowards(transform.position, player.transform.position, activeSpeed * Time.deltaTime);

                    leftHand.Rotate(Vector3.forward * rotateSpeedBothHandsPhase1 * Time.deltaTime);
                    rightHand.Rotate(Vector3.back * rotateSpeedBothHandsPhase1 * Time.deltaTime);

                    if (shootCounter > 0)
                    {
                        shootCounter -= Time.deltaTime;
                    }
                    else
                    {
                        Instantiate(bulletGoesRightPrefab, leftHand.position, leftHand.rotation);
                        Instantiate(bulletGoesRightPrefab, rightHand.position, rightHand.rotation);

                        shootCounter = breakBetweenShotsBothHandsPhase1;
                    }
                }
                else
                {
                    leftHand.rotation  = Quaternion.identity;
                    rightHand.rotation = Quaternion.identity;
                    currentState       = Phase1.StayAndShootBombs;
                    counter            = stayAndShootBombsTime;
                    shootCounter       = breaksBetweenBombsPhase1;
                }

                break;

            case Phase1.StayAndShootBombs:

                ChangeAnimationState("SpookyWood_Idle");

                if (counter > 0)
                {
                    counter -= Time.deltaTime;

                    if (shootCounter > 0)
                    {
                        shootCounter -= Time.deltaTime;
                    }
                    else
                    {
                        Instantiate(bombBullet, transform.position, Quaternion.identity);
                        shootCounter = breaksBetweenBombsPhase1;
                    }
                }
                else
                {
                    shootCounter = breakBetweenShotsBothHandsPhase1;

                    counter      = breakTime;
                    currentState = Phase1.Break;
                }

                break;

            case Phase1.SpawnEnemies:

                ChangeAnimationState("SpookyWood_Walk");

                if (spawnersList.Count <= 0 || canSpawnSpawners)
                {
                    activeSpeed = goingToSpawnPointsSpeed;

                    switch (currentSpawnPoint)
                    {
                    case 0:
                        canSpawnSpawners   = true;
                        transform.position = Vector2.MoveTowards(transform.position, spawnPoints[0].position, activeSpeed * Time.deltaTime);

                        if (transform.position == spawnPoints[0].position)
                        {
                            Instantiate(spawner, transform.position, Quaternion.identity);
                            currentSpawnPoint = 1;
                        }

                        break;

                    case 1:
                        canSpawnSpawners   = true;
                        transform.position = Vector2.MoveTowards(transform.position, spawnPoints[1].position, activeSpeed * Time.deltaTime);

                        if (transform.position == spawnPoints[1].position)
                        {
                            Instantiate(spawner, transform.position, Quaternion.identity);
                            currentSpawnPoint = 2;
                        }

                        break;

                    case 2:
                        canSpawnSpawners   = true;
                        transform.position = Vector2.MoveTowards(transform.position, spawnPoints[2].position, activeSpeed * Time.deltaTime);

                        if (transform.position == spawnPoints[2].position)
                        {
                            Instantiate(spawner, transform.position, Quaternion.identity);
                            currentSpawnPoint = 3;
                        }

                        break;

                    case 3:
                        transform.position = Vector2.MoveTowards(transform.position, spawnPoints[3].position, activeSpeed * Time.deltaTime);

                        if (transform.position == spawnPoints[3].position)
                        {
                            Instantiate(spawner, transform.position, Quaternion.identity);
                            currentSpawnPoint = 0;
                            activeSpeed       = speed;
                            currentState      = Phase1.Chase;
                            counter           = chaseTIme;
                            canSpawnSpawners  = false;
                        }

                        break;
                    }
                }
                else
                {
                    currentState = Phase1.Chase;
                    counter      = chaseTIme;
                }

                break;

            case Phase1.Break:

                ChangeAnimationState("SpookyWood_Idle");

                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                }
                else
                {
                    currentState = Phase1.SpawnEnemies;
                }

                break;

            case Phase1.Chase:

                ChangeAnimationState("SpookyWood_Walk");

                if (counter > 0)
                {
                    counter           -= Time.deltaTime;
                    transform.position = Vector2.MoveTowards(transform.position, player.transform.position, activeSpeed * Time.deltaTime);
                }
                else
                {
                    counter      = chaseWithBothHandsShootingTime;
                    currentState = Phase1.ChaseWithBothHandsShooting;
                }

                break;
            }
        }

        else
        {
            if (hasCounterBeenSet == false)
            {
                counter           = phase2IntroTime;
                shootCounter      = breakBetweenBigBallsPhase2;
                activeSpeed       = phase2Speed;
                hasCounterBeenSet = true;
            }

            switch (currentPhase2State)
            {
            case Phase2.Intro:

                ChangeAnimationState("SpookyWood_Phase2Intro");

                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                }
                else
                {
                    currentPhase2State = Phase2.Stay;
                    counter            = phase2StayTime;
                }

                break;

            case Phase2.Stay:

                ChangeAnimationState("SpookyWood_Phase2Idle");

                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                }
                else
                {
                    currentPhase2State = Phase2.ChaseWithBigBall;
                    counter            = phase2ChaseBigBallTime;
                }

                break;

            case Phase2.ChaseWithBigBall:

                ChangeAnimationState("SpookyWood_Phase2Walk");

                transform.position = Vector2.MoveTowards(transform.position, player.transform.position, activeSpeed * Time.deltaTime);

                if (counter > 0)
                {
                    counter -= Time.deltaTime;

                    if (hasShootBigBall == false)
                    {
                        Instantiate(bigBallPrefab, transform.position, Quaternion.identity);
                        hasShootBigBall = true;
                    }

                    if (shootCounter > 0)
                    {
                        shootCounter -= Time.deltaTime;
                    }
                    else
                    {
                        hasShootBigBall = false;
                        shootCounter    = breakBetweenBigBallsPhase2;
                    }
                }
                else
                {
                    hasShootBigBall    = false;
                    leftHand.rotation  = Quaternion.identity;
                    rightHand.rotation = Quaternion.identity;
                    currentPhase2State = Phase2.StayAndShootBombs;
                    counter            = phase2StayAndShootBombsTime;
                    shootCounter       = breaksBetweenBombsPhase2;
                }

                break;

            case Phase2.StayAndShootBombs:

                ChangeAnimationState("SpookyWood_Phase2Idle");

                if (counter > 0)
                {
                    counter -= Time.deltaTime;

                    if (shootCounter > 0)
                    {
                        shootCounter -= Time.deltaTime;
                    }
                    else
                    {
                        Instantiate(phase2Bomb, transform.position, Quaternion.identity);
                        shootCounter = breaksBetweenBombsPhase2;
                    }
                }
                else
                {
                    shootCounter = breakBetweenBigBallsPhase2;

                    counter            = phase2BreakTime;
                    currentPhase2State = Phase2.Break;
                }

                break;

            case Phase2.SpawnEnemies:

                ChangeAnimationState("SpookyWood_Phase2Walk");

                if (spawnersList.Count <= 0 || canSpawnSpawners)
                {
                    activeSpeed = phase2GoingToSpawnPointsSpeed;

                    switch (currentSpawnPoint)
                    {
                    case 0:
                        canSpawnSpawners   = true;
                        transform.position = Vector2.MoveTowards(transform.position, spawnPoints[0].position, activeSpeed * Time.deltaTime);

                        if (transform.position == spawnPoints[0].position)
                        {
                            Instantiate(spawner, transform.position, Quaternion.identity);
                            currentSpawnPoint = 1;
                        }

                        break;

                    case 1:
                        canSpawnSpawners   = true;
                        transform.position = Vector2.MoveTowards(transform.position, spawnPoints[1].position, activeSpeed * Time.deltaTime);

                        if (transform.position == spawnPoints[1].position)
                        {
                            Instantiate(spawner, transform.position, Quaternion.identity);
                            currentSpawnPoint = 2;
                        }

                        break;

                    case 2:
                        canSpawnSpawners   = true;
                        transform.position = Vector2.MoveTowards(transform.position, spawnPoints[2].position, activeSpeed * Time.deltaTime);

                        if (transform.position == spawnPoints[2].position)
                        {
                            Instantiate(spawner, transform.position, Quaternion.identity);
                            currentSpawnPoint = 3;
                        }

                        break;

                    case 3:
                        transform.position = Vector2.MoveTowards(transform.position, spawnPoints[3].position, activeSpeed * Time.deltaTime);

                        if (transform.position == spawnPoints[3].position)
                        {
                            Instantiate(spawner, transform.position, Quaternion.identity);
                            currentSpawnPoint  = 0;
                            activeSpeed        = phase2Speed;
                            currentPhase2State = Phase2.BowAttack;
                            counter            = phase2BowAttackTime;
                            canSpawnSpawners   = false;
                            shootCounter       = breaksBetweenBowAttacksPhase2;
                        }

                        break;
                    }
                }
                else
                {
                    currentPhase2State = Phase2.BowAttack;
                    counter            = phase2BowAttackTime;
                    shootCounter       = breaksBetweenBowAttacksPhase2;
                }

                break;

            case Phase2.Break:

                ChangeAnimationState("SpookyWood_Phase2Idle");

                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                }
                else
                {
                    currentPhase2State = Phase2.SpawnEnemies;
                }

                break;

            case Phase2.Chase:

                ChangeAnimationState("SpookyWood_Phase2Walk");

                if (counter > 0)
                {
                    counter           -= Time.deltaTime;
                    transform.position = Vector2.MoveTowards(transform.position, player.transform.position, activeSpeed * Time.deltaTime);
                }
                else
                {
                    counter            = phase2ChaseBigBallTime;
                    currentPhase2State = Phase2.ChaseWithBigBall;
                }

                break;

            case Phase2.BowAttack:

                Vector2 direction = player.transform.position - transform.position;
                direction.Normalize();

                float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
                BowAttackPoint.rotation = Quaternion.Euler(0, 0, angle);

                transform.position = Vector2.MoveTowards(transform.position, player.transform.position, activeSpeed * Time.deltaTime);

                if (counter > 0)
                {
                    counter -= Time.deltaTime;
                    if (shootCounter > 0)
                    {
                        shootCounter -= Time.deltaTime;
                    }
                    else
                    {
                        foreach (Transform t in AllBowAttacksFirePoints)
                        {
                            Instantiate(bowAttackBullet, t.position, t.rotation);
                        }

                        shootCounter = breaksBetweenBowAttacksPhase2;
                    }
                }
                else
                {
                    shootCounter       = breakBetweenBigBallsPhase2;
                    counter            = phase2ChaseBigBallTime;
                    currentPhase2State = Phase2.ChaseWithBigBall;
                }



                break;
            }
        }
    }