void SetAttack()
    {
        SetPlayerAttack();

        switch (enemyType)
        {
        case EnemyStats.EnemyType.Skull:
            if (!isSpinning)
            {
                skullAttack = SkullAttacks.BasicAttack;
            }
            else
            {
                skullAttack     = SkullAttacks.SpinAttack;
                alreadyAttacked = false;
            }
            break;

        case EnemyStats.EnemyType.Fenrir:
            if (!isJumping)
            {
                enemyAgent.SetDestination(transform.position);

                Random.InitState(Random.Range(0, 300));
                basicAttackIndex       = Random.Range(0, baAnimationLength);
                baAnimationTimesPlayed = 0;

                fenrirAttack = FenrirAttacks.BasicAttack;
            }
            else
            {
                isJumpingIn          = true;
                jumpAttacking        = false;
                jumpAvailable        = false;
                hasStartedJumpAttack = false;
                hasJumpAttacked      = false;
                alreadyAttacked      = false;

                jumpDelayTime  = jumpInitDelayTime;
                jumpAttackTime = jumpAttackInitTime;
                fenrirAttack   = FenrirAttacks.JumpAttack;
            }
            break;

        default:
            break;
        }

        enemyState = EnemyStates.Attack;
    }
    void SpinAttackUpdateS()
    {
        if (isSpinning)
        {
            if (weaponTriggerHit)
            {
                Vector3 directionToTarget = transform.position - targetTransform.position;
                float   desiredAngle      = Mathf.Atan2(directionToTarget.x, directionToTarget.z) * Mathf.Rad2Deg;

                targetBehaviour.SetDamage(24, true, Quaternion.Euler(0, desiredAngle, 0));

                weaponTriggerHit = false;
                isSpinning       = false;

                enemyAgent.angularSpeed = enemyAngularSpeed;

                skullAttack = SkullAttacks.BasicAttack;

                SetSpeed();
            }
        }
    }