void _enterState()
    {
        switch (_state)
        {
        case BOSS1STATE.BASE: break;

        case BOSS1STATE.BOTTLE: animator.SetBool("bottle", true); break;

        case BOSS1STATE.CALLSUBGUN: break;

        case BOSS1STATE.CALLSUBBOMB: break;

        case BOSS1STATE.CLUB:
            switch (Random.Range(0, 3))
            {
            case 0: state = BOSS1STATE.CLUBH; break;

            case 1: state = BOSS1STATE.CLUBM; break;

            case 2: state = BOSS1STATE.CLUBL; break;
            }
            break;

        case BOSS1STATE.CLUBH: animator.SetBool("high", true); break;

        case BOSS1STATE.CLUBM: animator.SetBool("mid", true); break;

        case BOSS1STATE.CLUBL: animator.SetBool("low", true); break;

        case BOSS1STATE.GUARD: break;

        case BOSS1STATE.GUARDBOTTLE: break;
        }
    }
    void ChangeState()
    {
        switch (state)
        {
        case BOSS1STATE.BASE:
            switch (Random.Range(0, 10))
            {
            case 0: state = BOSS1STATE.BOTTLE; break;

            case 1: state = BOSS1STATE.CALLSUBGUN; break;

            case 2: state = BOSS1STATE.BOTTLE; break;

            case 3: state = BOSS1STATE.CALLSUBGUN; break;

            case 4: state = BOSS1STATE.BOTTLE; break;

            case 5: state = BOSS1STATE.CALLSUBBOMB; break;

            case 6: state = BOSS1STATE.CALLSUBGUN; break;

            case 7: state = BOSS1STATE.CALLSUBBOMB; break;

            case 8: state = BOSS1STATE.BOTTLE; break;

            case 9: state = BOSS1STATE.CLUB; break;
            }
            break;

        case BOSS1STATE.GUARD:
            switch (Random.Range(0, 9))
            {
            case 0: state = BOSS1STATE.BOTTLE; break;

            case 1: state = BOSS1STATE.CALLSUBGUN; break;

            case 2: state = BOSS1STATE.BOTTLE; break;

            case 3: state = BOSS1STATE.CALLSUBGUN; break;

            case 4: state = BOSS1STATE.BOTTLE; break;

            case 5: state = BOSS1STATE.CALLSUBBOMB; break;

            case 6: state = BOSS1STATE.CALLSUBGUN; break;

            case 7: state = BOSS1STATE.CALLSUBBOMB; break;

            case 8: state = BOSS1STATE.BOTTLE; break;
            }
            break;

        case BOSS1STATE.BOTTLE:
            state = BOSS1STATE.BASE;
            break;
        }
        actionTimer = 0;
    }
 void UpdateBottle()
 {
     if (actionTimer >= 1.0f)
     {
         state     = BOSS1STATE.BASE;
         coolTimer = 5.0f;
     }
     actionTimer += Time.deltaTime * GameController.Instance.AniScale;
 }
 void UpdateAttack()
 {
     if (actionTimer <= 1.0f)
     {
     }
     else if (actionTimer <= 2.0f)
     {
         transform.Translate(Time.deltaTime * GameController.Instance.AniScale * -20f, 0, 0, transform.parent);
     }
     else if (actionTimer <= 3.0f)
     {
         state     = BOSS1STATE.BASE;
         coolTimer = 5.0f;
     }
     actionTimer += Time.deltaTime * GameController.Instance.AniScale;
 }