Your problem can really be solved with a state machine, but since you have a huge class deciding what to do, it seems that you are having trouble implementing the state pattern.
This blog post has a good explanation about implementing the state pattern in an Unity application, and you can easily google for more resources.
Once I wanted to create a simple state machine that used methods as states, just for convenience (because the pattern use classes as state). One could use this as a way to have state machines inside states (which also can be achieved with the regular state pattern), so if you want to know about this you can read my stack overflow question.