private void ChangeState(States newState)
    {
        switch (currentState)
        {
        case States.INITIAL:
            break;

        case States.ENEMY_PASSIVE:
            enemyPassiveFSM.enabled = false;
            break;

        case States.NOTICE:
            break;

        case States.CHASE:
            arrivePlusAvoid.enabled   = false;
            blackboard.rb.velocity    = blackboard.ownKS.linearVelocity;
            blackboard.rb.constraints = RigidbodyConstraints.FreezeRotation;
            break;

        case States.ATTACK:
            break;
        }

        switch (newState)
        {
        case States.INITIAL:
            break;

        case States.ENEMY_PASSIVE:
            enemyPassiveFSM.enabled = true;
            break;

        case States.NOTICE:
            blackboard.animator.SetTrigger("hasNoticed");
            blackboard.NoticeSound();
            break;

        case States.CHASE:
            blackboard.ownKS.maxSpeed = blackboard.chasingSpeed;
            arrivePlusAvoid.enabled   = true;
            arrivePlusAvoid.target    = blackboard.player.gameObject;
            break;

        case States.ATTACK:
            blackboard.animator.SetTrigger("hasAttacked");
            timeAfterAttacks = blackboard.timeAfterAttacks;
            break;
        }
        currentState = newState;
        blackboard.statesText.text = currentState.ToString();
    }