private void UpdateAction() { const int attackScalar = 4; _agentStatus = AgentStateUtility.RandomFrom(ValidAgentStates); _agentClock = ActionDelay; // ReSharper disable once SwitchStatementMissingSomeCases switch (_agentStatus) { case AgentState.Moving: _currentDirection = DirectionUtility.RandomVerticalDirection(); break; case AgentState.Attacking: _agentClock *= attackScalar; _sprite = EnemySpriteFactory.Instance.CreateAquamentusFiring(); break; } }