private void Update()
        {
            if (_isAttacking)
            {
                if (_attackDelay <= 0)
                {
                    _playerHealthComponent.DecreaseHealth(damage);
                    _attackDelay = 1f;
                }

                _attackDelay -= Time.deltaTime;
                return;
            }

            if (isWalking)
            {
                var a = Random.Range(-1.0f, 1.0f);
                _walkCounter -= Time.deltaTime;
                switch (_walkDirection)
                {
                case 0:
                    _myRigidBody.velocity = new Vector2(-moveSpeed, a);
                    _animator.Play("Move_left");
                    break;

                case 1:
                    _myRigidBody.velocity = new Vector2(moveSpeed, a);
                    _animator.Play("Move_right");
                    break;
                }

                if (!(_walkCounter < 0))
                {
                    return;
                }

                isWalking    = false;
                _waitCounter = waitTime;
                switch (_walkDirection)
                {
                case 0:
                    _animator.Play("Idle_left");
                    break;

                case 1:
                    _animator.Play("Idle_right");
                    break;
                }
            }
            else
            {
                _waitCounter         -= Time.deltaTime;
                _myRigidBody.velocity = Vector2.zero;
                if (_waitCounter < 0)
                {
                    ChoseDirection();
                }
            }
        }