// Use this for initialization
 void Start()
 {
     ennemyCombatController = GetComponent <EnnemyCombatController>();
     attackManagementState  = AttackManagementState.WAITING_FOR_DECISION;
     ennemyAttacks.AddRange(GetComponents <EnnemyAttack>());
     ListenToAttacks();
 }
    protected void ResetAttackTiming()
    {
        if (canUseAttacks && ennemyAttacks.Count > 0)
        {
            bool couldDecide = DecideOnAttack();

            if (couldDecide)
            {
                attackManagementState     = AttackManagementState.WAITING_FOR_ATTACK;
                timeBetweenAttacksCounter = timeBetweenAttacks + Random.Range(-timeBetweenAttacksDelta, timeBetweenAttacksDelta);
            }
        }
    }
 public void StopUsingAttacks()
 {
     canUseAttacks         = false;
     attackManagementState = AttackManagementState.WAITING_FOR_DECISION;
 }