public override void ExecuteAfterAnimation() { base.ExecuteAfterAnimation(); Collider[] player = Physics.OverlapSphere(_caputmallei.transform.position, _caputmallei.getInquisitionMaxDistance(), LayerMask.GetMask("Player")); _player = player.Length == 0 ? null : player[0].gameObject; if (_player == null) { _caputmallei.SetInquisitionClock(Time.time); _caputmallei.setFatefulRetributionClock(Time.time); _stateMachine.ChangeState(_caputmallei._moveState); } else { _player.GetComponent <PlayerStatus>().TakeDamage(_caputmallei.getInquisitionDamage()); _caputmallei.SetInquisitionClock(Time.time); _caputmallei.setFatefulRetributionClock(Time.time); _stateMachine.ChangeState(_caputmallei._moveState); } }