private void PounceChargingState() { m_pounceComplete = false; if (m_timeInState == 0.0f) { m_pounceDestination = m_movement.PlayerPosition() + m_movement.DirectionToPlayer() * m_pounceOvershoot; m_audio.TriggerPounceCharge(); } if (m_timeInState > m_pounceChargeTime / m_stage) { ChangeState(BossState.Pouncing); } }