private void PounceState() { Vector2 myPosition = transform.position; if ((myPosition - m_pounceDestination).magnitude < 1.0f) { m_pounceComplete = true; } if (m_timeInState == 0.0f) { m_audio.TriggerPounce(); } if (!m_pounceComplete) { m_movement.SetSpeed(m_pounceSpeed * m_stage); m_movement.MoveToTarget(m_pounceDestination); } if (m_timeInState > m_pounceTime) { ChooseNextState(); } }