public override void Update()
    {
        if (!bulletChosen)
        {
            CheckForBullets();
        }
        if (chosenBullet)
        {
            enemy.movementController.Move((chosenBullet.transform.position - enemy.transform.position).normalized * enemy.HuntConfig.huntSpeed);

            if ((enemy.transform.position - chosenBullet.transform.position).sqrMagnitude < 10 * Time.deltaTime)
            {
                enemy.transform.position = chosenBullet.transform.position;
                enemy.IncreaseAmmo();
                AmmoSpawner.INSTANCE.DeleteBullet(chosenBullet);
                chosenBullet = null;
                enemy.UpdateCurrentState(new PatrolState(character));
            }
        }
        else
        {
            enemy.UpdateCurrentState(new PatrolState(character));
        }
    }