private IEnumerator _PunchLeft() { this._currentSubStateCoroutine = GolemBossSubStates.PunchLeft; yield return(this._leftHandController.Punch(this.leftHand.transform.position + Vector3.right * 10)); this._previousSubState = GolemBossSubStates.PunchLeft; this._subState = GolemBossSubStates.Idle; }
private IEnumerator _SmashRight() { this._currentSubStateCoroutine = GolemBossSubStates.SmashRight; yield return(this._rightHandController.Punch(this.rightHand.transform.position + Vector3.down * 10)); this._previousSubState = GolemBossSubStates.SmashRight; this._subState = GolemBossSubStates.Idle; }
private IEnumerator _IdlePhase3() { this._currentSubStateCoroutine = GolemBossSubStates.Idle; yield return(new WaitForSeconds(this.idleCicleDuration)); if (this._state == GolemBossStates.Phase3) { switch (this._previousSubState) { case GolemBossSubStates.SmashLeft: this._subState = GolemBossSubStates.SmashRight; break; case GolemBossSubStates.Idle: case GolemBossSubStates.SmashRight: default: this._subState = GolemBossSubStates.SmashLeft; break; } this._previousSubState = GolemBossSubStates.Idle; } }