void BossWalk()
    {
        if (max_Interval < 1)
        {
            max_Interval = makeInterval();              // 랜덤 워킹 시간 생성
            b_dir        = new Vector3(Random.Range(-1.0f, 1.0f), 0, Random.Range(-1.0f, 1.0f));
            b_dir.Normalize();
            b_dir.y = 0;
        }
        else
        {
            if (isDangerYn != true)
            {
                controller.Move(b_dir * 2 * Time.deltaTime);
            }
            else
            {
                controller.Move(b_dir * 4 * Time.deltaTime);
            }
            Quaternion from = transform.rotation;
            Quaternion to   = Quaternion.LookRotation(b_dir);
            transform.rotation = Quaternion.Lerp(from, to, 10 * Time.deltaTime);

            ani.Play("BossWalk");

            interval += Time.deltaTime;
            if (interval > max_Interval)
            {
                state        = BossPenguinState.BossIdle;
                max_Interval = 0;
                interval     = 0;
                isDangerYn   = false;
            }
        }
    }
 void OnCollisionEnter(Collision other)
 {
     if (other.gameObject.layer == LayerMask.NameToLayer("Ball"))
     {
         state = BossPenguinState.BossDamage;
     }
 }
    private void isDanger()
    {
        float distance = Vector3.Distance(playerObj.transform.position, transform.position);

        if (distance < 50 && isDangerYn == false)
        {
            interval     = 0;
            max_Interval = 5;
            b_dir        = (playerObj.transform.position - transform.position) * -1 * Time.deltaTime;
            isDangerYn   = true;

            state = BossPenguinState.BossWalk;
        }
    }
 void BossIdle()
 {
     if (max_Interval < 1)
     {
         max_Interval = makeInterval();
     }
     else
     {
         ani.Play("BossIdle");
         interval += Time.deltaTime;
         if (interval > max_Interval)
         {
             state        = BossPenguinState.BossWalk;
             interval     = 0;
             max_Interval = 0;
         }
     }
 }