void Update() { switch (m_state) { case State.Normal: { if (!m_role.IsAlive()) { m_elapsedTime = 0; m_state = State.Deading; } else { UpdateNormal(); } } break; case State.Deading: { m_elapsedTime += Time.deltaTime; if (m_elapsedTime > 2.5f) { m_state = State.Dead; } } break; case State.Dead: { } break; case State.Revive: { m_elapsedTime += Time.deltaTime; if (m_elapsedTime > 2.0f) { m_role.AddHp(m_role.m_maxHp); m_state = State.Normal; } } break; default: break; } }